Super Meat Boy Message Board

Sign-in to post

Posted by Joystiq May 08 2012 03:15 GMT
- Like?
Edmund McMillen of Team Meat has so far been coy about what the mobile version of Super Meat Boy is, but he's fairly vocal about what it isn't. Super Meat Boy: The Game won't be a shallow, easy-to-play money-making machine like so many other mobile titles today, McMillen writes in his latest update. He even tells us a little bit about what it will be:
"We want to make a game that WE would love to see on the platform, a feature-length reflex-driven platformer with solid controls that doesn't manipulate you with business bullshit in order to cash in. We want SMB:TG to show the player we respect them, not only by not manipulating them, but also by understanding they want a real challenge and they want a real sense of fulfillment when they have achieved something that's difficult... you know, like real games do."Team Meat has also revealed the first bit of art from Super Meat Boy: The Game, the chapter screen for The Green Hills you can see above. McMillen assures us that even though there are only eight visible level pads, the mobile title "will rival the original" and have dark worlds.

Posted by Joystiq May 01 2012 04:30 GMT
- Like?
Team Meat's Edmund McMillen has made some more comments as he goes mobile with a completely new version of Super Meat Boy. According to McMillen, Canabalt is providing some basic inspiration for development.

"Canabalt is closer to what we're thinking about. But Canabalt is very surface-level stuff," McMillen told Polygon. "[The original] Meat Boy was a twitch-based game about memorizing things. [iOS] Meat Boy is the opposite. That's the foundation of its design. But it's also on a touch device, so there's that as well. We want to make a twitch-based platformer that's not about memorization."

As for the art style - the mobile version forgoes the pixels for a more hand-drawn look - McMillen says the more "gentle" approach allows Team Meat to lull players in, only to surprise them with some shocking visuals. "I'm happy about the art style. The more gentle and nice we make it look, the more vicious the story can be. Wouldn't it be so awesome to bait kids in with this happy little Meat Boy thing and then, the ending of the first chapter, instead of the squirrel getting his head knocked off, Meat Boy gets his face sawed in half? Like a skinned looking face looking at the screen?"

Ultimately, McMillen said, "My goal is to scare the shit out of my three-year-old nephew."

Posted by Kotaku Apr 01 2012 22:30 GMT
- Like?
#supermeatboy When Team Meat set out to create a Super Meat Boy version for touchscreen mobile devices, creators Tommy Refenes and Edward McMillen vowed they wouldn't just slap a virtual gamepad on the thing and do some half-assed port of their downloadable hit for PC and Xbox 360. More »

Posted by Kotaku Apr 01 2012 22:30 GMT
- Like?
#supermeatboy When Team Meat set out to create a Super Meat Boy version for touchscreen mobile devices, creators Tommy Refenes and Edward McMillen vowed they wouldn't just slap a virtual gamepad on the thing and do some half-assed port of their downloadable hit for PC and Xbox 360. More »

Posted by Kotaku Apr 01 2012 22:30 GMT
- Like?
#supermeatboy When Team Meat set out to create a Super Meat Boy version for touchscreen mobile devices, creators Tommy Refenes and Edward McMillen vowed they wouldn't just slap a virtual gamepad on the thing and do some half-assed port of their downloadable hit for PC and Xbox 360. More »

Posted by Joystiq Apr 01 2012 19:00 GMT
- Like?
Above is the first proper look at the prototype, "probably going to change a lot" vision of Super Meat Boy on iOS. No, this isn't an April Fools' joke, unless Team Meat have decided to reveal sensible, already-announced information as part of its months-long ruse to get everyone excited for mobile SMB before stripping it away entirely -- a plan they decided to ditch once they realized what a genuinely good idea that is. However, we really don't think that's the case here.

In February Team Meat's Edmund McMillen divulged the first details of SMB on iOS, saying that if the idea was good enough, they would create it as an entirely new game without the "shitty touch controls" standard in most mobile touchscreen titles. Looks like the idea was good enough.

Mobile SMB is "a feature-length touch-controlled platformer SPECIFICALLY designed for Touch devices," McMillen wrote today, continuing to say it isn't "a shitty port of an existing game with non-tactile buttons spread all over the screen blocking the player's view and making for frustrating controls" or "the Super Meat Boy you're used to: There are aspects of Super Meat Boy in there, obviously, but this is a brand new game with new art, new sound, everything."

Posted by Kotaku Feb 24 2012 01:00 GMT
- Like?
#gamemusic You may have heard that it's tough to make a living as a musician. You heard right! It's a tough world out there, and very few people get paid a good living to make music. But while it may seem daunting from the outside, there is actually a greater demand for music than ever—there is more media created each day than ever, and most of it needs music. TV shows, movies, commercials, websites, podcasts, web series, promotional materials, and, of course, video games. More »

Posted by Joystiq Feb 11 2012 00:15 GMT
- Like?
Yesterday Edmund McMillen and Tommy Refenes of Team Meat dropped a gigantic, raw bomb on Twitter (gross), announcing their intent to strip down Super Meat Boy and rebuild it completely for mobile touch devices. They were vague on details apart from an intent to create a brand new game in the Super Meat Boy universe, and that they definitely wouldn't use "shitty touch controls."

We thought they were being coy, but it turns out they don't know much more about the touchscreen version than we do. It's still in the engine phase of development, McMillen told Joystiq, and they're pretty much winging it, playing with things that work and throwing out ideas that don't -- even if that includes the entire game.

"I mean, honestly, this is simply a challenge for us," McMillen said. "It's easy to poo-poo a new system because of its horrible use of touchscreen on ported titles; it's harder to attempt to try and figure out a design that works and make something worth checking out.

"So that's basically what we are doing -- no idea how it will turn out -- but Tommy and I wanted to jump back into dev again with something that isn't going to take a year-plus to make, so prototyping this idea seemed most appropriate and inspired."

Posted by Kotaku Feb 10 2012 04:30 GMT
- Like?
#supermeatboy Despite the fact its creators have railed against the quality of iPhone games, and openly trolled consumers on the iTunes store by selling a parody game for $350, Super Meat Boy is being rebuilt to be playable on touch-screen mobile devices, the game's two-man team said in a Twitter conversation today. More »

Posted by Joystiq Feb 09 2012 18:30 GMT
- Like?
Super Meat Boy has seen success on Xbox Live, PC and Mac, but as is often the case while playing SMB, Team Meat have decided that's not good enough. Edmund McMillen and Tommy Refenes of Team Meat announced via Twitter today that they're rebuilding Super Meat Boy from scratch for a potential launch on mobile touch devices.

In a six-part tweetfest, Team Meat disclosed the following details: The touch title will be remade from scratch and won't play like Super Meat Boy; it will be a larger, more traditional game, unlike titles such as Doodle Jump; and they promised it won't use "shitty touch controls."

"if you liked SMB im sure you will enjoy this (if its good enough to continue on :) ) we just had a few cool ideas and wanted a challange," one of Team Meat's tweets reads.

Team Meat said that if the project fails and turns out to not be any fun, they'll scrap it and move on to the next idea, which we can only assume is a Super Meat Boy live-action point-and-click adventure title in 3D. Those adventure things are all the rage these days, we're told.

Posted by Rock, Paper, Shotgun Feb 02 2012 16:11 GMT
- Like?

Who wants a long look into the mind behind The Binding of Isaac? Edmund McMillen recently spoke with design3, a web portal offering education and advice for game developers, and the resulting conversation is wide-ranging, fascinating and what I believe must be referred to as ‘refreshingly’ honest. That’s as honest as the country pub with the shaded garden serving up the first beer of a summertime Friday evening after a day of fielding calls in a thimble-sized office cubicle. The interview runs for an hour and a half but is certainly worth sticking with if you have an interest in Ed and his games, the indie scene, making games of your own or the wider industry. They cover it all.

(more…)


Posted by Giant Bomb Jan 11 2012 15:00 GMT
- Like?
If you aren't familiar with Team Meat's work, this picture does a terrific job summarizing it.

“You feel like you’re walking into somebody’s mouth and they have the flu when you walk into a lobby. I feel like there’s an ass in front me and it’s farting constantly, and I have to breathe.”

That’s Edmund McMillen, the art and design side of Super Meat Boy developer Team Meat, talking about....airports, naturally.

“‘Did you try turning it on?’ No, it’s *crag*ing broken. There’s a line down the screen!”

And that’s Tommy Refenes, the programming half of the two-man studio, explaining what it’s like to return a tablet to a Best Buy store after purchasing via BestBuy.com. Hint: it’s not fun.

The three of us recently spoke via Skype to discuss an important milestone in Team Meat’s short history: a little more than a year later, Super Meat Boy has officially sold more than a million copies.

McMillen and Refenes didn’t actually reveal this tidbit until days later, but the moment the number ticked into six zeros territory was--and they claim they aren’t making this up--on Christmas Day.

The occasion was a joyful punctuation to what was otherwise a “cluster*crag* of a month,” where Refernes was forced to frantically finish work on the game’s delayed Mac port. Refenes admitted to not having much of an understanding of OS X, so Team Meat had initially outsourced the Mac version. But what came back wasn’t up to the duo’s personal standards, so Refenes was tasked with frantically cleaning it up. Even still, it's not perfect.

“I answer everybody’s email from tech support,” he said. “I feel like that’s the right thing to do. I answer the emails, and when they have a Mac problem, it’s just like, I go uhhhh. [laughs]”

My recording says we talked for 30 minutes, but Super Meat Boy only came up during a handful. It’s hard to keep McMillen and Refenes on a subject for very long, and the moment one gets serious, it’s as though the other can’t stand it, which means you’d better be ready for a dick joke to derail the conversation--and result in a fit of giggles.

Take, for example, McMillen trying to explain what it’s like to say he’s sold a million copies.

Super Meat Boy is part of gaming's refreshing challenge renaissance, right next to Dark Souls.

“Neither of us have a word for anything other than ‘This is life changing, and once again, this is insanely, crazy life changing event that I can’t process.’” he said. “ I don’t know. I can joke about it. We can make jokes about it forever, or be honest and say ‘Hey, this feels really good,’ but in reality, I can’t even define [it]. I can’t define the feeling of selling a million copies because it’s so foreign and bizarre and surreal and unreal. It’s beyond anything that I can really say. I can’t articulate it in any form other than it feels really great!”

“The closest thing is having a boner,” added Refenes.

“No, no, it’s better than having a boner” quipped McMillen. “It’s more like cumming for a month.”

“It’s exhausting and feels amazing,” said Refenes.

“At a certain point,” said McMillen, as laughter filled the Skype call, “it’s like when you jump out of a plane and get that initial rush, just like when you’re going--we’ll say going, rather than the c word. You’re ejaculating. I’ll use the technical term. You get the orgasm feeling, but I’m sure if you ejaculated and had an orgasm for a month long, you’d get used to the feeling, right? You’d become almost numb to it, but you’d still be feeling pretty good about it.”

This off-the-cuff, no-filter (and I mean no filter) approach is why Team Meat is Team Meat, but the consequence is finding themselves as a reliable source of controversy, a rub that appears rooted in grappling with skyrocketing fame. Each are fiercely passionate about protecting the integrity of the other, and this even came up during our chat.

When McMillen brought up a Formspring question about some issues in the PC port, he lit up.

“I kind of got upset, even though the guy wasn’t being mean,” he said. “I wrote this kind of manifesto of what people don’t understand. The more I thought about it, the more I realized how insane it is because nobody knows you made the engine that worked on all consoles all yourself, then when we went through the crunch with Microsoft, you got four months of work done in two months or less, and then when you passed it, you passed it faster than anyone who’d ever done it before. You jumped on from that schedule to doing the PC port in a month, and then when it came out, you fixed all the *crag*ing major problems within the first week. People still complained! It’s just so *crag*ing bizarre and so frustrating because nobody understands the amount of work that goes on in the background.”

Someone with public relations training would have said the exact same thing off-the-record, but like I said, Team Meat is Meat Meat because they don’t think like that. It might rattle some fans, but don’t mistake it for the two of them not caring. Moments later, as McMillen calms down, Refenes explains how his own angered response to criticisms of his work is simply driving them to avoid similar problems when it comes time to finally ship their new creation.

Once Super Meat Boy shipped, McMillen almost immediately went to work on The Bindinf of Isaac.

Next time, Refenes wants to hire a company to test the game on way more computers. Refenes had several systems for testing out Super Meat Boy, but at the end of the day, they ran out of time and money.

“For every little email that I get that [says] ‘I can’t get the game to run blah blah blah,’ it’s not like I look at those and go ‘ha ha, you’re dumb,’” he said. “I look at those and go ‘Dammit, I wish I would have had the time to actually address this properly. I wish I would have had that time before we even launched it, and now we do. That, to me, is really, really exciting.”

The above back-and-forth is how most of a conversation with McMillen and Refenes goes, sporting a tangible tension between wanting to be taken seriously, while having trouble with the idea of taking themselves too seriously.

I mean, these are the guys who asked their fans to draw themselves nude for a Christmas fundraiser.

But it’s clear Team Meat is ready to move on from Super Meat Boy. The idea of putting that little wad behind them comes up constantly, despite their intense gratitude for being where they are today because it was such a success.

With them, however, the tension is described with an orgasm metaphor.

What comes next isn’t described in any specifics, but Team Meat appears to be following a path similar to Jonathan Blow after Braid. Super Meat Boy helped lay enough foundational support that Team Meat hopes it to avoid most of the problems that plagued them the last time around. Notably, enough time and money.

This is the fan-made charity painting that won Team Meat's Christmas-timed fundraiser.

“There’s nobody above Edmund and Tommy,” said Refenes. “We don’t have to answer to anybody. We had to answer to time last time, that was above us--time and money were above us.”

“The next big game that we work on is going to be very, very different from Meat Boy, and it’s not really going to be comparable, and I think usually that’s the way to go,” said McMillen. “But I think, either way, me and Tommy--and I know Tommy for a *crag*ing fact--is going to be much more happy with his overall work on the games to come than he would be on Meat Boy, looking back at it. I know for a fact that we’ll both be happier with the next project, and we’ll both probably think it’s much better, and that’s usually what matters.”

Asked whether living up to the legacy of Super Meat Boy will haunt them, McMillen isn’t worried.

“You only get depressed about that kind of stuff if you know that the next game is half-assed in some way and you feel bad about it,” he said, “but if you try your best, and try to make the best game you can and try to put your all into it, I don’t think there’s much regret there, when it comes to 'oh, it’s not as good as my last game or whatever.'”

Before Team Meat's next game arrives, you'll be able to see them featured in Indie Game: The Movie.


Posted by Joystiq Jan 04 2012 08:00 GMT
- Like?
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
- Like?
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
- Like?
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.

YouTube
Posted by Kotaku Dec 23 2011 14:30 GMT
- Like?
#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
- Like?
#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
- Like?
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.

YouTube
Posted by Kotaku Dec 13 2011 23:40 GMT
- Like?
#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
- Like?
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.

Video
Posted by Joystiq Nov 29 2011 16:25 GMT
- Like?

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
- Like?
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
- Like?
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.

YouTube
Posted by Kotaku Oct 31 2011 15:30 GMT
- Like?
#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
- Like?
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
- Like?

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
- Like?
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
- Like?

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.


YouTube
Posted by Kotaku Aug 29 2011 08:00 GMT
- Like?
#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
- Like?
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...