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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.

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.


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.


Posted by Joystiq Jun 18 2011 20:30 GMT
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Though Super Meat Boy is a rather beefy downloadable title by every conceivable definition of the word, there were actually a few more features which didn't make it into the final cut. Team Meat recently posted a cornucopia of these deleted scraps on its blog, including a handful of unimplemented characters, a few deadly traps and a cheeky intro cutscene for Braid's borrowed protagonist, Tim. (Man, what a creepy guy.)

Check out all the features on Team Meat's blog, and lament the fact that Cave Story's Quote wasn't added to the final game's roster. Man, that game would have been so much easier with a jetpack and a machine gun.

Posted by Joystiq May 31 2011 18:33 GMT
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There's nothing random about Super Meat Boy's highly regimented gauntlet of intricate murder machines and carefully measured series of gaps. However, the challenging platformer's latest Steam update has thrown a bit of chance into the mix: Players can now "Enter the Unknown" via the game's main menu, which creates a full 20-level chapter for them to play through using a random selection of levels picked from the Super Meat World portal.

The update also adds a chapter recommendation feature, as well as a new navigation option that lets you rank levels based on their fun or difficulty -- two metrics which players can vote on after playing through a chapter. We think these two features will dovetail quite nicely considering our auspicious lack of skill at Super Meat Boy, as we've always wanted recommendations for the title's least soul-crushing levels.

Posted by Viddd May 19 2011 02:30 GMT
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THAT BOBZ GUY

That doesn't look too bad.

Viddd

new totally rad meat level

it's called election and it's fun

play it now


Posted by Joystiq May 07 2011 23:00 GMT
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Though you might expect the Super Meat Boy level editor to be a complete breeze -- put some blocks there, fifty saws there, and done! -- it's actually a pretty intricate authoring tool. Check out the six videos after the jump for an hour-long tutorial on how to make your very own deathtraps.

Posted by Joystiq May 05 2011 21:40 GMT
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"We always wanted to release a basic level editor" for Super Meat Boy, Team Meat's Edmund McMillen writes in an emailed announcement, "but the idea started to balloon when we decided to buy servers and program a fully automated level portal (Super Meat World) to support these levels as a bonus chapter for the PC version." Needless to say, it's taken a while for the two-man team to complete the free add-on. But ...

The level editor is "FINALLY out on Steam!" McMillen rejoiced.

Technically, the editor is in beta release -- "and probably will be for a very long time," McMillen notes in a blog post -- so users may encounter "minor issues." Still, with the exception of boss battles and warp zones, the editor can be used to create "anything you see in game," and even package such torturous levels into a complete chapter of pain.

"So think of this as a thank you to all the awesome fans who sent us cool shit, nice emails and created amazing levels with devmode," the ever-irreverent McMillen concludes in his post, "if you bitched us out because the free level editor was delayed, you should probably not update your game and burn in hell."

McMillen added in his email that Super Meat World would be updated next week to add a few "missing" features and fix some bugs with the editor. "After that we will be closing the book on the PC version, porting SMB to Mac and swiftly moving on to game #2."

Posted by IGN May 05 2011 19:30 GMT
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The long-awaited level editor for Super Meat Boy is now available on Steam (sorry, Xbox Live Arcade players). Two-man developer Team Meat has been through many trials and tribulations building the "Super" version of the free Flash game Meat Boy over the past two years, including platform changes and publisher problems. Now, Team Meat seems ready to wash its hands of the gory platformer...

Posted by Giant Bomb May 05 2011 15:45 GMT
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A quick confession before getting onto this news: I never quite finished Super Meat Boy. As completely awesome as it is--one of my top ten from last year, in fact!--at a point, the game just became too hard for my namby-pamby sensibilities. The pure, unadulterated anger this game inspired in me too often made my eyes go green with pre- Hulk rage, to the point where at least one controller of mine is guaranteed to never work quite right again. Eventually, I just had to stop for the sake of everyone and everything around me. I never wanted to hurt anyone, I swear.

 What unholy brand of Hell will you design? Maybe I can find some catharsis for my still bubbling bitterness by inflicting pain on others via the newly released level editor on Steam for PC players. It's been long-talked about, and now Super Meat Boy players can design and construct their very own bite-sized chunks of hellish platforming acrimony by accessing it via the "Tools" option in your Steam library.

The editor is replete with all sorts of nifty features. You can use any element you've seen in-game in one of your created levels (short of bosses and warp zones--those are off-limits), and you can use all 20 characters to play through them, regardless as to whether you've unlocked them in the main game or not. You can even create your own chapter selections (five levels minimum) with your own par times, titles, and music.

Finished levels are uploaded to the Super Meat World community zone, which players can access via an in-game pad once they have collected 20 bandages. Community members can vote on their favorite  levels, and the best stuff will be highlighted by Team Meat as "recommended levels." And by the best, we're sure they mean the most hateful, skin-peelingly torturous levels, of course.

The best part of all of this is that it's free. As the Team Meat blog entry regarding the editor so succinctly puts it:

"It was a labor of Love/Hate but something we did because we knew the fans wanted it and were already creating so many awesome levels using our devmode. So think of this as a thank you to all the awesome fans who sent us cool shit, nice emails and created amazing levels with devmode, if you bitched us out because the free level editor was delayed, you should probably not update your game and burn in hell."

Nicely put. Again, this is currently only available via the PC version of the game. The Mac editor is apparently forthcoming, but regrettably, Xbox Live Arcade players won't ever be able to access it. Apparently there's just no good way to do an unregulated level editor via Xbox Live, but Team Meat assured players that they hope to keep releasing new chapters for that version of the game.

As a final sign-off, the game-developing Cenobites at Team Meat made it abundantly clear that they are not planning on a Super Meat Boy sequel. It's a bittersweet notion, one that seems likely to inspire equal amounts of sadness and solace among players. We'll just have to wait and see what dastardly horrors the Team Meat crew are plotting next. I'm already cowering in fear just thinking about the possibilities...

Posted by Kotaku May 05 2011 12:40 GMT
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#pc Super hard, super gibby platformer Super Meat Boy gets its own level editor on Steam today. More »

Posted by Joystiq Apr 22 2011 00:00 GMT
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A recent press release published by video game distributor Lace Mamba Global is ... well, it's the best thing we've ever read. Imagine you've never heard of Super Meat Boy before, okay? It would seem like a pretty cut-and-dry announcement: "Lace Mamba Global is proud to announce that it is bringing the Ultra Edition of the independently developed gaming blockbuster Super Meat Boy to retail shelves in the UK, Ireland, Australia, New Zealand, France, Italy, Spain, Scandinavia, and the Benelux countries."

Pretty normal stuff, right? The presser reveals a Q3 2011 release window, and mentions that the company will announce pricing details in the near future. Okay, makes sense so far. Then, with no preface, it drops this: "In the platforming game Super Meat Boy, people play a boy without skin. His girlfriend, who is made of bandages, gets kidnapped by a fetus in a tuxedo wearing a top hat and a monocle." Hey, press release? Don't try to sneak that in there like it's not the craziest sentence anyone's ever written, okay?

Posted by Joystiq Apr 10 2011 02:30 GMT
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Etsy user Voxelous has revealed a set of four two-inch Super Meat Boy figurines, crafted using a 3D printer, super glue and love. You can grab one for $12 (plus shipping), though be careful -- Team Meat reports that upon receiving the toys in the mail, "we both crapped our pants."

Posted by Kotaku Apr 09 2011 15:00 GMT
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#supermeattoy The official - and tiny - Super Meat Boy figurines from Voxelous and Team Meat have been revealed. Just two inches high, they're $12 each (plus $3.49 shipping for one, $3.99 for two or more). The first set includes Meat Boy, Bandage Girl, Brownie and the pathetic Tofu Boy. More »

Posted by Rock, Paper, Shotgun Apr 04 2011 09:30 GMT
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There are now over 500 levels in bastard-hard platform gem Super Meat Boy. Over 500. This absurd milestone has been reached as a result of a dramatic new update, known in continually Nintendo-prodding fashion as Super Meat World. It’s free, it was added to the game on Saturday, and it consists of a slew of new official levels and even more of a slew of approved third-party levels for the blood-smearing jumpy-runny game. (more…)


Posted by Joystiq Apr 02 2011 21:30 GMT
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If you own the Steam version of Super Meat Boy, you're about to be in a user-generated world of pain. According to die-hard developer Team Meat, the free "Super Meat World" level portal is open and serving eight custom-made chapters (comprising about 140 levels) from various players and developers. The entrance will be to the left of Chapter 1 on the menu and will open once you've collected at least 20 bandages.

The next step -- due "in a few days" -- will be a wide release of the Super Meat Boy level editor, initially in the form of a public beta. "The editor will allow people to basically create anything they have seen in game and upload it to Super Meat World with the click of a button," said Edmund McMillen via email. "Users will also eventually gain the ability to create full chapters that can be uploaded and rated by other users."

Here's the best part: Once the editor is deemed "stable," Team Meat will enable "The Unknown," a free feature that automatically stitches user-created levels into an unpredictable, sadistic gauntlet of meat-mincing grinders. Do try to curb that public display of excitement (your Stockholm syndrome is showing).

Posted by Joystiq Apr 02 2011 16:30 GMT
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Rather than go the "make up a fake game/product/service" route that so much of the game industry takes on April Fool's Day, Valve instead put together an indie bundle and heavily discounted it, making those who didn't buy it fools in the process. It's what we like to call "the old switcheroo."

Including Joystiq Game of the Year awardee Super Meat Boy, terror simulation Amnesia: The Dark Descent, and Gaijin Games' synesthetic masterpiece Bit.Trip Beat, "The Potato Sack" drops all 13 games by 75 percent off their normal asking prices (or 50 percent when purchased a la carte). Considering that all of those games would normally cost around $160 if you bought them individually, you're looking at a savings of approximately $120. Also, you'll do untold wonders for your invaluable indie cred. And hey, if none of that does it for you, there's a potato hat for Team Fortress 2 included.

Also of note, each of the bundle's games have been modified with a potato-theme updated -- head past the break for a look at Super Meat Boy and Bit.Trip Beat's starchy updates.

[Thanks Joseph Leakey!]

Posted by Joystiq Mar 30 2011 16:30 GMT
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In addition to the game's forthcoming level editor, Super Meat Boy devs Team Meat are planning a hub for user-created content: Super Meat World. The hub's launch is set for "very soon, days away even," according to tweets from Team Meat. Aside from allowing Steam players to share and download individual levels, Super Meat World will support sharing of full chapters -- at least those that Team Meat chooses to feature.

And once Super Meat World is complete, the team says it'll get to work on the Mac iteration of Super Meat Boy, with a Linux version following that (seriously). As previously noted, Steam users who already purchased SMB won't have to repurchase to play on OS X, as the game features SteamPlay functionality.

Posted by Joystiq Mar 04 2011 07:00 GMT
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Remember Gary Bigham, the (professional) live-action role-player who took on a real-life version of Minecraft? Well, he's back, this time tackling the evil Dr. Fetus in an all too real version of Super Meat Boy. If you absolutely must try this at home, remember to watch out for warp zones.

Posted by Kotaku Mar 03 2011 01:30 GMT
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#wii When last we heard from Super Meat Boy's plans for the Wii, the game simply couldn't be squeezed into the size limitations imposed on WiiWare titles. The game's creators tried to line up a publisher for a retail release, but have now given up, finding none. More »

Posted by Joystiq Mar 02 2011 16:55 GMT
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Team Meat today finally laid to rest the troubled Wii version of Super Meat Boy. "We really tried hard to make this happen but not one publisher we talked to thought a retail budget title for the Wii would be profitable at this point in the Wii's life cycle," reads a missive on the Team Meat Blog, "and we totally understand that."

Initially planned as a WiiWare title, the Wii version of SMB grew beyond the size constraints of Nintendo's digital platform, and so Team Meat began to look into a box-copy release. Perhaps its spirit will live on in the "Ultra Edition" of SMB for PC.