Super Meat Boy PC Countdown:




Cutting Room Floor!

Posted by Edmund on June 17th, 2011 in Super Meat Boy!


Over the 18 months we developed Super Meat Boy, a great deal of things changed, other things were cut all together.
One of the most common questions we get asked is, "what other unlockable characters did you guys have planned that were cut?"
Well, the following post is about just about everything that changed over the course of dev. or was removed entirely (and the reasons why).

Meat boy went through quite a few iterations before becoming the more "cute" large eyed versions you all know. deciding what the new direction the art was going to go from the flash version was a bitch, i remember being very frustrated with how he looked, nothing seemed to look correct. you can even see my attempt at a more "beefy" meat boy (#3)... just horrible.


The over world map went through a few slight revisions over time, origionaly meat boy would walk off screen to the right when you switched worlds and part of the hud would come down and smash him into the chapter tile when you entered it (this is why he smashes into the tile now). these things looked cool but simply took up too much time to play out and in the end we decided to go with a faster straight to the action overworld with slightly more info.


The level maps themselves went through many many revisions over time, with a lot of notable big changes. The 1st is the fact that there is only 15 levels and no dark world, no warp zones and only 16 bandages per chapter, this was the original plan. As we developed and saw that the game had a lot more potential then we had expected we decided to go balls to the wall and tripple the number of levels also adding tons more bonus content.

The 2nd most notable change is the locks. When we started development i thought it would be good to use the unlocking system i used in the flash version of meat boy where youd play sets of 3 levels, if you beat 2 of those 3 it would unlock the next set. I started to question this unlocking system once we started to see how people played. When they would hit the end or a locked level and exit back to the map, it would kill the games pacing also it seemed like no one would ever exit to the map or skip a level.. so we cut out the locks completely and simply made it so if you beat 17 of the 20 main levels you unlock the boss.. and most people dont even notice this is the case.

Other minor things changed visually, the levels went from stand up door type tiles to tiles on the ground, the hud and map environments became less busy and we removed info on level dificulty (those X's in the lower right) and Medal info due to the fact that we cut grade B awards, because they were basically pointless.


Levels also changed a great deal over development, especially the 1st 20. i had a handful of pics from early dev i thought id post most of them are from levels that should be pretty familiar to most players. Most notible is the fact that Meat Boy is being used in CommanderVideos warp zone. this warp zone was the 1st warp we made, a 4bit warp zone you play as 4bit meat boy. When we started out all unlockable characters would be attained through bandage collection and not warp zones, we both thought the purple 4bit warp felt like something out of the bit trip series so we decided to play around with some characters having warp zones you have to complete as them to unlock them. This worked out perfectly because it also allowed us to showcase that characters ability and instruct the player on their pros and cons helping to understand how they could be used in later levels of the game.


Not many mechanics or hazards were cut from SMB, but i did find a file with a few things that never made it into the final game. Mine carts, Bear Traps and organ/skeletal gibs.. i never added these because they just simply didnt seem to fit the theme of the game very well.


Anyone who owns the Ultra edition read about how many revisions Lil Slugger had. Originally designed to be more of a walking spider type thing the image below was a mock up we threw together for nintendo power, and the animated gif under it shows the horrible looking walk cycle the spider version had. you can also see the original designs for the floating and walking diseases found in ch2, later becoming more cute and blood based.


Now what you all came for, All the unlockable characters that never saw the light of day!

Teal Ogmo from Jumper 3
By Matt Thorson
We knew we needed Ogmo in as a playable character, but were worried too many would confuse him with retro meat boy in game. We thought using the teal Ogmo from Jumper 3 would help solve some of the confusion but in the end we said fuck it and put in the real deal red Ogmo.


Mondo Priest from the Mondo series
by Cactus
The Mondo Priest was a character we really wanted to add but lost sight of as development ballooned. The Priest was going to have the ability to float like CommanderVideo but also have the ability to hang in the air for a very long time, only falling after moving left or right X tiles. At the end of development we decided to cut a few characters who were basically upgraded versions of existing characters because it made early ones useless, the only upgrade character we kept was the Kid (Ogmos upgrade).


Knytt from Knytt (stories)
by Nifflas
Knytt was another early character we felt would be awesome to have, but turned into a slightly modified Gish/Goo ball that just felt useless.. so he was cut.


Golden Knight from Bonesaw
by Kyle Pulver
The Golden Knight was a character we simply couldn't come up with a cool ability for, nothing seems to make sense to the character probably because the game he was from was essentially a brawler and fighting moves weren't that useful in a platformer.


The Goo Girl from World of Goo
By 2d Boy
The Goo girl was going to be one of a few exclusive characters for the Wii version of SMB that never happened. She was basicly going to be an upgraded Jill with the ability to slow fall by holding jump when you descend she would also have little goo balls that followed her around.


Aside from these we also had a few dream characters and Wii exclusive characters that couldnt happen or didnt have art made for them they are as follows:

Quote from Cave Story: Developer declined
Lemeza From La Mulana: Developer declined
A Beat from Bit.Trip: Wii exclusive (canceled)
Fancy Pants from Fancy Pants: (i forgot about him...)

aside from other developers characters we also had 2 more alternate meat boys that were unlockable, we cut these guys early on because we felt like they were lame rewards for bandages...
These characters were Burnt Boy, one of the many dead meat boys from hell and Dumb boy, a horribly drawn version of meat boy that Dr.Fetus made to make fun of him.


Last but not least, i leave you with the 1st character cut scene i ever animated actually drawn in an early (horrible) cartoony style. this was the cut scene for Tim from the xbla version and was cut because adding cut scenes for all 10+ characters was just too much work for me. Enjoy!


Development update:
-Expect a new Steam update later this month with a few fixes to SMW and maybe an extra bonus.
-The Mac version is still in development but when it comes out we will add steam cloud support for both versions.
-We are working on fixing file issues with the Internets in the xbla version, once its fixed we will be uploading new chapters.




Super Meat Boy in Rock band!

Posted by Edmund on June 9th, 2011 in Super Meat Boy!

The 1st of 3 tracks by Mr. Danny B has gone live in the rock band network!

The 1st track is an extended version of the Battle of Lil' Slugger (1st boss track in the forest). Its an amazing song and a very well done RB track so go check it out ASAP!

seconds after writing this post someone has already 100% (FCed) the song on guitar... here is video proof!


mini update:

Mac port is being worked on.
New PC update scheduled for later this month.
Game 2 development has started!





Big Steam Update!

Posted by Edmund on May 30th, 2011 in Super Meat Boy!

Those of you who have played SMB on steam today will notice there was a bit of an update.

Here is what was added:

-Enter the Unknown was added to Super Meat World.
The Unknown is a new feature in SMW that creates a full 20 level chapter using randomly chosen high rated levels from the SMW level portal. i highly recommended you check it out and be sure to rate levels so all the crap ones get filtered out.

-The Ability to sort by difficulty and fun in the level portal.
Clicking the difficulty or fun buttons in SMW when browsing single levels will arrange all the levels in the portal by over all score or over all difficulty (highest and lowest). if you feel like levels are more fun then others then make sure you play them and vote accordingly.

-A recommended chapter tab has been added to the level portal.
We wanted a way to make sure all the chapters that have been featured can be showcased, so the recommended tab (now default when you click levels) will display all featured chapters and other chapters we deem awesome.

aside from these added features we have also fixed the following bugs.
-Difficulty now displays correctly in SMW, if a level has no difficulty rating it means its never been beaten.
-Fun factor ratings have been fixed.
-Lag between levels has been fixed.
-Bug that would place lights on upload in the editor has been fixed.
-Minor editor fixes

If you want to make your own levels, check out this post for instructions on how to install the SMB level editor.

Video tutorials on how to use the editor can be found here as well.

The Mac port is currently in development.

The next xbla internets update is also being worked on.

We will be starting game #2 in a week, shits about to get real... again.

We thought we fixed the chapter submit bug, but it seems to still exist for some. If you are experiencing any crashes when you attempt to create a chapter in the level editor please email us using our contact form with your system specs and any other info about it. We cant seem to recreate this bug with any of our hardware and are having a very hard time nailing down whats causing it.




Editor Video Tutorials!

Posted by Edmund on May 6th, 2011 in Super Meat Boy!

Its Friday! and what better way to spend a Friday then to burn away the hours making levels for super meat boy? the answer to that is there is no better way to spend a Friday, that's why last night i recorded over an hour of in depth video tutorials on how to use this magical editor.

But first, lets break down how to launch the editor.

1. Launch Steam, and click Library.

2. Click All Games, then select Tools from the drop down menu.


3. Find Super Meat Boy Editor in your Tools list and launch it (1mb download) and you're ready to make your first shit level!


Now on to the tutorials.

Take note that when i recorded these i didn't realize my mic stand was touching my damn keyboard, so it also recorded me pounding away at the keys while i talk.. its a bit annoying but there was no way i was going to rerecord the full hour of video again.

These 6 videos go through basically everything you'll need to start making your own levels. the only thing missing is mini tutorals for each individual objects per chapter, but im sure you figure those out yourself, or just check out our forums for any unanswered questions you might have.

We will be doing a semi big update next week that will fix a few editor bugs and add a few small features to SMW (like the Unknown), so be on the look out for that.

In other news...

Check out this Russian SMB Unboxing!



Many of you noticed that an update went live today on Steam, here is what has been added.

-Full level editor (Beta)
-The Ability to rate user made levels in Super Meat World
-The Ability to upload single levels to the level portal in SMW
-The Ability to create full chapters for SMW

Obviously the biggest update is the long awaited level editor, and here is all the info on it.


The Level Editor can be used to create anything you see in game minus bosses and warp zones.

The Level Editor can be accessed by looking in Tools under your Steam Library.

The Level Editor does not have an in game tutorial, but there are many in our forums (which we link to in the editor via the "?" button).

The Level Editor saves locally, but you need to upload your level to the SMW portal for it to become active online. To do this click Upload, then complete the level to set the par and upload the level to the portal (to prove its possible you sadistic asshole!). REMEMBER TO SAVE YOUR LEVELS LOCALLY BEFORE UPLOADING!


The Level Editor supports FULL CHAPTER UPLOADS! to create a full chapter first you must make sure all of the level in your chapter are uploaded to the portal. Once you have done this click the "create" button to choose the ordering and number of levels in your chapter, you can also choose what music you want here as well. Once you are finished just click upload and your chapter will popup in SMW. Chapters must be over 5 levels long to upload.


The Level Editor supports a full playable character roster, without requiring you to have those characters unlocked in game. Click Meat Boys face icon to access the character chooser, once you choose who you want people to play as in your level/chapter hit F1 (to go into play mode) and the character will become active.

The Level Editor is in Beta, and probably will be for a very long time. This means there could be some minor issues we didn't find in testing, if you find any major ones please let us know in our forums so we can fix them in future updates. Remember to Save your levels locally (hitting save) very often incase of a crash, F9 is the shortcut key for save.

The Level Editor is FREE! 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.


So that's that, as per usual we will be probably updating again with minor fixes and a few updates to SMW, the editor has been live for a few hours and there are already quite a few amazing chapters uploaded (over 135+ levels) so please check those out and maybe make some yourself :) we really do play the hell out of your levels.

Ok so back to work i guess, Tommy and i are currently in the middle of a big move but once we are back up Tommy will be working on the Mac port of SMB and then we will officially start on THE NEXT GAME!


Now for the usual FAQ:

Q: How do i access SMW?
A: SMW unlocks at 20 bandages, its the pad to the left of the forest.

Q: Can i add bandages in my levels?
A: Yes, but they wont effect the game.

Q: Can i edit my levels once they are online.
A: No, but yo can edit your local files and upload the level again if you really need to.

Q: Will the Xbla version get the Editor?
A: No, we cant legally do a non-regulated editor on Xbla, but we will try to continue to upload new chapters to xbla via the internets.

Q: Where is the Mac version?
A: Its currently in development.

Q: When does the Mac version release?
A: When its done.

Q: Is your next game SMB 2?!
A: NO!!!!!

Q: Will you ever be able to save progress in SMW?
A: Probably not.

Oh, also Super Meat Boy Tshirts are back in stock!



No death run of the kids warp zone.

Congrats Loserbam, you are a loser no more.


The commenters have turned me on to this video.

Its an Iron Man run (no deaths) of the dark world of the Cotton Alley, but without using the back to map trick. SHIT JUST GOT REAL!
Edmund McMillen Edmund McMillen

Edmund draws stuff and designs things.. whatever

Tommy Refenes Tommy Refenes

Tommy programs and macs on the ladies.