Super Meat Boy PC Countdown:

APR

26

edmund

The Beard made it too!

Posted by Edmund on April 26th, 2010 in Super Meat Boy!



The video of my beard making a Wario DIY game is finally up!

I have to make a public apology to NOA for making it almost impossible to cut an solid video here i didnt come off as a total ass. i cant act, so 99% of the footage was improvised nonsense and probably not appropriate to show by Nintendo's standards.

You guys did an amazing job at cutting together the parts that worked :)

Wario DIY is almost as awesome as that beard...
i should regrow it.
 

APR

17

edmund

New Meat Boy Plush *very limited*

Posted by Edmund on April 17th, 2010 in Super Meat Boy!

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Yesterday NEW limited edition Meat Boy Plush's went on sale in the newgrounds store. Each doll also comes with 2 signed comics (ish1-2). The Plush themselves are limited to 30 and each comes numbered and signed.

As per usual this line was made by the amazing Danielleorama. who im a big personal fan of :).

I feel like an asshole for posting this late, but there are still a few left so grab one of you can.

BUY THEM HERE
 

APR

16

edmund

Why am I so... hard?

Posted by Edmund on April 16th, 2010 in Super Meat Boy!

So I'm going to attempt to write about difficulty in game design then talk a bit about the Super Meat Boy design process, namely when it comes to how we approached dealing with difficulty. This post probably isn't for everyone but we get a lot of questions regarding this stuff so here goes.... (don't worry there are pictures!)

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Difficulty in a platformer is usually established by this very simple formula.

(% chance the player will die) X (Penalty for dying) = Difficulty?

Pretty basic stuff, the higher the chance the player will die and the bigger price they pay for dying the harder the game will appear to the player. This is a formula that's been around from the start, but the one thing that's changed drastically over the years is the "Penalty" aspect.

Penalty for dying in video games started in the arcades where the major penalty was adding a quarter.

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This worked very well when it came to getting money from kids, but once home consoles became the norm the player no longer had the ability to add credits with coins and the formula had to change. The goal of high score had been replaced with progression to completion and the major penalty became going back to start.

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This is also when "risk/reward" was heavily established. Risk reward was a way for the designer to give the player a way to gain more credits by taking bigger risks, in mario this risk was coin collecting and exploration to find 1ups.

The Mario formula was solid, but as video games tapped into a more mainstream market, penalty for losing had to become less frustrating and penalty = frustration. Companies wanted more people to be able to complete their games, and by the early 90s most platformers added the "continue" option.


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As time has passed, lives systems and penalty have almost vanished from most games due to the amount of frustration they caused and difficulty had become watered down to the point of it not really being a factor anymore.

By the early-mid '00s the independent video game scene started to use a more direct and simple formula.

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Removing lives all together let the designer base difficulty more on the actual level design and challenge and less around the penalty of losing lives and restarting, in doing so the formula for difficulty changed. The player no longer had to worry about dying, penalty for death basically turned into the amount of time you took to restart after death and the length of the current level.

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So how could we take this existing formula and refine it and apply it to Super Meat Boy?

How could we make a seemingly aggravatingly difficult game into something fun that the player could get lost in?

When starting the development of Super Meat Boy these were the big questions that needed answers right away, and this is what we came up with.


1. Keep the levels small

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First off it was very important that the levels in Super Meat Boy be bite sized, you could almost think of most of them as micro levels, thrown at the player in rapid succession much like the micro games in the Wario Ware series. If we keep the levels small enough for the player to see their goal, it lowers the stress of not knowing what's to come and the distance they will have to start over from if they die.

2. Keep the action constant

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It was imperative that the action never stopped, even when the player was killed. The time it takes for Meat Boy to die and respawn is almost instant, the player never waits to get back into the game, the pace never dropps and the player doesn't even have time to think about dying before they are right back where the left off. This same idea was applied to the level progression, the player never leaves the action till they want to, the levels keep coming as fast as the player can beat them, and all the complete screens, transitions and cut scenes are sped up to keep the fast pace of the game flowing.

3. Reward

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The player should always feel good about completing something hard, so what better a reward then a reminder of just how hard that level was? Early in development Tommy implemented the replay system, a replay mode that would start when a level was completed showing the player's past 40+ attempts all playing at once. This simple visual reward for taking a beating not only reminds the player of just how hard they tried but also shows a time line of how they learned and got better as they played.

So we had our basic outline, a hardcore platformer geared towards our horribly spoiled ADD generation, but how could we stay true to the extremely high difficulty par set by IWBTG, Jumper and N+ yet still be accessible enough for someone who was new to the genre to pick up and enjoy?

Was there a way to make something accessible and still hardcore?

This is where the Dark World system comes into play. The dark world is an expert mode set parallel to the main game. As the player completes levels they will unlock expert versions in the dark world if they complete the level under a set par.

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In a lot of ways dark worlds difficulty starts where the main games difficulty leaves off. You could say that level 1-5 in the dark world is almost as difficult as level 3-5 in main game.

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The goal here was to setup a system that allowed expert players to start the game experiencing high difficulty right off the bat, yet not require those levels to be beaten to complete the main game.

All in all the dark world system allows for Super Meat Boy to become 2 full games, 150+ main game levels for the average gamer and 150+ expert levels for the hardcore gamer, but set up in a way that an average gamer who completes the main game, can easily transition into the difficulty of the dark world levels, and the game will unfold even more.

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The point i'm trying to make here is, video games are an exercise in learning and growing. The designer acts as the teacher, giving the player problems that escalate in difficulty hoping their "course" will help them learn as they go, get better and feel good about what they achieve.

When you are trying to teach someone something, you don't punish them when they make a mistake, you let them learn from it and give them positive reinforcement when they do well.

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Tune in next time when i'll be talking in depth about RISK REWARD!!! (Bandages, Warp Zones and Playable Characters)
 

APR

15

edmund

Best interview yet

Posted by Edmund on April 15th, 2010 in Super Meat Boy!



Probably our best interview yet, all your questions will be answered, secrets will be revealed and animals will die.

LETS WATCH!
 

APR

10

tommy

Holy Shit this is awesome

Posted by Tommy on April 10th, 2010 in Super Meat Boy!

So, I recently left Santa Cruz after a month and a half of working, stressing out about the IGF, and eating Safeway Sandwiches. It was lots of fun, but its good to be home. On my last day in Santa Cruz, Ed and I decided to do a Show and Tell at Kyle Gabler's (World of Goo) super awesome rooftop paradise house in San Jose with Derek Yu (Spelunky). Before we left Santa Cruz to drive up to San Jose, we got an unexpected package in the mail. Turns out, its the most awesome thing we've ever received.

About a month before we got this package, we had a request on Facebook to send some comics and stickers over seas to someone stationed over in Iraq. I believe we sent two comics and a few stickers over just because he's over there risking his life and its awesome that he was a fan of Super Meat Boy. This someone turned out to be CPL Tyler Ritchey who in turn sent us a package. Inside the package was a framed certificate, a letter, and an American Flag. The text on the certificate reads:

This is to certify that the accompanying flag was flown over Iraq on 13 March 2010 during a Special Operations Combat Mission in direct support of Operation Iraqi Freedom.

This Flag is presented to: Team Meat

As a symbol of the commitment of the United States of America to the Global War on Terrorism and to protecting those freedoms and liberties embodied in the Constitution of the United States.


The Certificate:
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Edmund, Derek Yu, Kyle Gabler, and I holding the flag:
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Basically, CPL Tyler Ritchey sent us something that both Ed and I are totally unworthy of. It's probably the most awesome gift we'll ever receive from a fan. This is an amazing gift and it touched both of us in a very profound way. It made my mom cry...which admittedly isn't hard to do...but still, its a very touching and awesome gift from an equally awesome fan.

In Tyler's letter, he had a few questions that I'm going to answer:

Super Meat Boy will be coming out not only for WiiWare, but for XBLA and PC. XBLA will come out first, with PC and WiiWare coming out about a month later. However, you will not need to worry about buying it, because you'll be getting a free copy from us on whichever system you want. We're not sure how it'll get to you, but you will get one.

Pretty bad ass, thank you very much Tyler! Be safe and come home soon! I do have to say, we've been getting all sorts of Fan Art and stuff lately, and I really feel we have the best fans ever. I also guarantee that when Super Meat Boy comes out, it will be beyond the expectations any of you have and you will absolutely love it. Also, thank you to the almost 700 people that bought Super Meat Boy Handheld on the AppStore. As any of you (who are true fans) know, that game was a joke, but it was also Team Meat's way of putting a Donate button on our site. Donations are cool, but we wanted to at least give something back for a donation, and I hope those of you that bought it enjoyed the joke:) All of you are awesome, your support is great, and we will pay you back with the best video game EVAR!

Anyways, back to work. The next few months are busy busy busy busy.
 

APR

03

tommy
Yea, we did it. So what?

After the whole I hate the AppStore Rant and the Apple removing Zits n Giggles, Edmund and I decided to make a Tiger Handheld version of Super Meat Boy as a joke / way to make billions of dollars to finish funding Super Meat Boy development. We were hoping that it would come out on April Fools Day, but we were a little late...its still hilarious though.

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BUY IT HERE

We made this game in a day, here is the official press release:

Hey,

Remember way back in the day when you loved a game so much that you would buy ANYTHING that had to do with it? Remember Easter, when you had to go to your Great Aunts house to celebrate with the family, and you knew you would be bored in the car and the only thing you could bring was a crappy handheld version of some game you loved (for me it was Megaman 2) and you had no choice but to play it in the car and at her house because she was born in like the 1890's and didn't even have a VCR? Those were great days...and now, we at Team Meat, are giving you the ability to do that ALL OVER AGAIN ON YOUR IPHONE, IPOD AND EXPENSIVE GIANT IPOD (IPAD).

Super Meat Boy Handheld is all the branding of Super Meat Boy, without the actual gameplay or art from Super Meat Boy...and all for ONLY A DOLLAR. Enjoy two distinct game modes. In Game A, you have to race and wall jump past saws to save your lady love Bandage Girl!!! In Game B, you have to race past falling needles to save your lady love, Bandage Girl!!! Super Meat Boy Handheld also features a mute button, and a button that when pressed shows you a high score (not your high score, just the highest score you can get).

Super Meat Boy Handheld is available on the iTunes AppStore for only $0.99 (THAT'S NOT NINETY NINE DOLLARS YOU SILLY PEOPLE). Pick it up today, brag to your friends, and support Super Meat Boy!!

Love,

Team Meat

So yea, tell your friends. Honestly, and this is serious, if this does even a little bit well, the home stretch of Super Meat Boy development will be much easier on Edmund and I.
 

APR

01

edmund

ITS OGMO!

Posted by Edmund on April 1st, 2010 in Super Meat Boy!

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Yup, Ogmo from Matt Thorson's Jumper is a playable character in Super Meat Boy!
The classic game maker hero will double jump his way into your hearts on all consoles later this year.

Heres a few shots of his warp zone and character select screen.

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This isnt an April fools joke... honestly.
 
Comics!
Shirts!
RT @EdmundMcMillenn: we have roughly half our stock of binding of isaac tarot crads left! t.co/iIrY1rI6sS get them while you can  7 days ago
The forbidden fruit , a mewgenics love story by Edmund McMillen t.co/9zl2UteLqf  10 days ago
its Caturday! heres a little animated gif tease of a basic cat fight from Mewgenics! t.co/5zDaa1uwcJ  10 days ago
RT @EdmundMcMillenn: ill mention again that the Team Meat booth is right by the behemoth booth, we are sadly absent from the pax map :| com…  11 days ago
RT @PlanetRidiculon: Pax!! Mew demo up and running. t.co/5EFfdkxSqX  11 days ago
Edmund McMillen Edmund McMillen

Edmund draws stuff and designs things.. whatever

Tommy Refenes Tommy Refenes

Tommy programs and macs on the ladies.