Poll: Who the hell does Super Meat Boy appeal to?

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DazZ.

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LogicNProportion said:
If I had to guess who Super Meat Boy appeals to...

It would be Invader Zim fans.
I like them both, so you're right, but why are you right?
 

tsb247

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Mar 6, 2009
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SlyderEST said:
tsb247 said:
Super Meat Boy = Hard platformer

I Wanna Be the Guy = Torment and agony

Having played the ladder, I don't see Super Meat Boy as being that bad. Coincidentally, Super Meat Boy GREATLY resembles an old freeware game known as, "Jumper."

http://www.gamemakergames.com/archive/jumper
The PC version of Super Meat Boy has Ogmo as a playable character.

And I haven't finished SMB, but it's quite long and I wouldn't call it bad. While I do get frustrated very easily, SMB only made me frustrated twice. While I was hunting for a bandage in a dark world (the harder version of normal levels).

And I've seen my brother play IWbtG, and that did not seem very appetizing. Also, The Guy is in Super Meat Boy. After you beat his painstakingly hard level [http://www.youtube.com/watch?v=2FwcOP3dI3o], of course.

Or, if you wan't to see all of them and not the frustration, this [http://www.youtube.com/watch?v=bTPT2kv6PXw&feature=related].

I have tried for like two hours in total and haven't managed to pull it off.
Wow, that's pretty awesome! I had no idea that SMB payed homage to the two games. To be honest, I only spent about 20 minutes playing the game at a buddy's place. Now, I may just go out and buy the game myself!
 

LogicNProportion

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DazZ. said:
LogicNProportion said:
If I had to guess who Super Meat Boy appeals to...

It would be Invader Zim fans.
I like them both, so you're right, but why are you right?
The title and idea of Super Meat Boy almost sounds like something out of Zim.

Association of General Interest, is my guess.

However, I like Zim, and never thought of playing Super Meat Boy....though I will admit that I do love the title.
 

Anstrup

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Dec 8, 2008
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Well all of the behemoths games has been hard?

maybe with the exception of castle crashers, but that was kindda hard on insane mode.
 

SlyderEST

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Apr 7, 2010
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tsb247 said:
Wow, that's pretty awesome! I had no idea that SMB payed homage to the two games. To be honest, I only spent about 20 minutes playing the game at a buddy's place. Now, I may just go out and buy the game myself!
More so, SMB also has Mr. Minec [http://www.youtube.com/watch?v=9IZG-20FpT4&feature=related]-God, that guy is awesome. Also, captain Viridian and a headcrab. Also, someone called Commander Video, I think that also Tim for Braid, Flywrench and Jill. I might have missed some, though.
 

Hazy

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Jun 29, 2008
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ultimateownage said:
It is not worth the £11.99 they're trying to sell it for, and it does not deserve all the praise. Hard my arse, if the levels weren't so cluttered with shite and unpredictable obstacles then it'd be fine.
Though, in doing so, the entire purpose is defeated.

Like the post below me illustrates...
LazyAza said:
Super Meat Boy is purposely designed to piss people off, that's the point. Its deliberately designed to be one of the most hardcore platformers ever made. Only people who enjoy extreme challenge in their games will truly get alot out of it. If you can barley do well at Mario for example Meat Boy is not the game for you.
...it is a very unforgiving, very uncompromising platformer catering to people who know and love the genre. You're supposed to die hundreds upon hundreds of times until you memorize every square inch of every single level, and then die more and more times on your conquest for the bandages. And there's really no getting around that - if you're gonna play, you've gotta pay the price of admission. And depending upon how much you like platformers, that will determine whether or not Super Meat Boy is the right game for you.

Coming from someone who paid full-price for SMB, I do not regret it for one second.
Sadistic? Hell yes, but fun every step (or jump, heh) of the way.
 

Senaro

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Jan 5, 2008
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Internet Kraken said:
lacktheknack said:
Can you send me your copy, then? I'm the one they're appealing to. :D
I don't get how people can enjoy a game that, statistically, you will not beat. As only 4.5% of the people who own this game have beaten the light world, according to Steam.

4.5% of all the people who bought this couldn't beat it. And I don't think it's because all 95.5% of those people suck at platforming games. I think it's because towards the end of the game the amount of bullshit overpowers the game's redeeming features.
I don't see how "Beating the game" is supposedly synonymous with "having fun." Sure,I haven't beaten Super Meat Boy yet, but I also haven't beaten Ninja Gaiden 2 or Punch Out, but those are two of the funnest games I can recommend to people.
 

scorptatious

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May 14, 2009
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Super Meat Boy was both a damn good and a damn hard game. The levels were really hard yes, but at least you can see where they are and you can eventually figure out a strategy or pattern to get past them.

tsb247 said:
Super Meat Boy = Hard platformer

I Wanna Be the Guy = Torment and agony

Having played the ladder, I don't see Super Meat Boy as being that bad. Coincidentally, Super Meat Boy GREATLY resembles an old freeware game known as, "Jumper."

http://www.gamemakergames.com/archive/jumper
Funny thing, the main character of that game, "Ogmo" is actually a hidden character in Super Meat Boy.
 

tlozoot

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Feb 8, 2010
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What you're describing isn't bad level design, it's just very challenging platforming. The game sells itself as being very very hard. Can't handle that? Fair enough, but don't cry about 'bad design' because you can't do it.
 

LeonLethality

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Mar 10, 2009
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The game could have honestly taken a page out of the VVVVVV level design book in hard obstacles but generous checkpoints.

Games are about fun not being aggravating, I have fun trying to overcome an obstacle (VENI VIDI VICI!) but having to start all over again from a single death would be horrible (imagine having to do a whole VVVVVV stage over because of one death)
 

ajemas

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Before playing this game, I went all of the way through I Wanna Be The Guy. (I still haven't beaten the final boss, though.) For those who don't know, that game is, without hyperbole, one of the most difficult games ever made. Everything can and will kill you, and the game itself is hours long. Give it a try if you want to.
I still made it to the last boss, after dying thousands upon thousands of times, of course, because I felt that the controls actually worked. I could chalk the deaths up to environmental hazards or my own ineptitude.
With Super Meat Boy, however, the controls just don't fucking work[i/]. The way gravity pulls you don't doesn't make any sense, and you slide after landing like you're on a fucking hoverboard. Even something as simple as "land on a platform" becomes impossible simply because you jerk, turn, and slide without any logical basis.
So I share your dislike about the game, but for slightly different reasons.
 

Dexiro

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Dec 23, 2009
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tsb247 said:
Super Meat Boy = Hard platformer

I Wanna Be the Guy = Torment and agony

Having played the ladder, I don't see Super Meat Boy as being that bad. Coincidentally, Super Meat Boy GREATLY resembles an old freeware game known as, "Jumper."

http://www.gamemakergames.com/archive/jumper
Here's a better link :3
http://mattmakesgames.com/games.php

There's 3 Jumper games now and he's still making similar stupidly difficult platformers!

Ogmo, the main character, and the temple theme from Jumper 2 both make an appearance in Meat Boy so I'd say it's a pretty clear source of inspiration.
 

IMakeIce

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LeonLethality said:
The game could have honestly taken a page out of the VVVVVV level design book in hard obstacles but generous checkpoints.

Games are about fun not being aggravating, I have fun trying to overcome an obstacle (VENI VIDI VICI!) but having to start all over again from a single death would be horrible (imagine having to do a whole VVVVVV stage over because of one death)
Not quite sure we're talking about the same Super Meat Boy...the levels last less than 2 minutes when you actually get through them. Where exactly did you want the checkpoints? Many of the levels fit on the screen without scrolling. Did you want it to auto save every 5 seconds for you so you don't have to redo one saw blade?
 

LeonLethality

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IMakeIce said:
LeonLethality said:
The game could have honestly taken a page out of the VVVVVV level design book in hard obstacles but generous checkpoints.

Games are about fun not being aggravating, I have fun trying to overcome an obstacle (VENI VIDI VICI!) but having to start all over again from a single death would be horrible (imagine having to do a whole VVVVVV stage over because of one death)
Not quite sure we're talking about the same Super Meat Boy...the levels last less than 2 minutes when you actually get through them. Where exactly did you want the checkpoints? Many of the levels fit on the screen without scrolling. Did you want it to auto save every 5 seconds for you so you don't have to redo one saw blade?
That'd be nice, actually. Many challenges in VVVVVV can be tough to overcome and it would be rather annoying to have to go through many challenges again just to get where you were and fail, again then have to redo it over and over. I like a challenge and a game making you work for your reward but there is a fine line between challenge and bad level design.
 

Aardvark Soup

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I only just beat word 2 so I probably haven't encountered the really hard stages yet but so far the difficulty isn't that bad: you'll die a lot but since the levels are short that's not that frustrating. Of course if you've never played or dislike platformers from the NES era I really wouldn't recommend Super Meat Boy.
 

lacktheknack

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Jan 19, 2009
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RikSharp said:
lacktheknack said:
Playing Street Fighter IV with Sakura? It took 54 tries, but the high upon winning was SO worth it.
really? i thought she was the easiest (read cheapest) character to go. twas her i used to unlock akuma...
Yeah, for me it was Chun-Li or Gen. Sakura was too non-responsive.

It just means that you're good with Sakura.
 

lacktheknack

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LeonLethality said:
The game could have honestly taken a page out of the VVVVVV level design book in hard obstacles but generous checkpoints.

Games are about fun not being aggravating, I have fun trying to overcome an obstacle (VENI VIDI VICI!) but having to start all over again from a single death would be horrible (imagine having to do a whole VVVVVV stage over because of one death)
SMB's levels are one screen long at first, then two later... I don't know how long they get at the end, though.
 

lacktheknack

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LeonLethality said:
IMakeIce said:
LeonLethality said:
The game could have honestly taken a page out of the VVVVVV level design book in hard obstacles but generous checkpoints.

Games are about fun not being aggravating, I have fun trying to overcome an obstacle (VENI VIDI VICI!) but having to start all over again from a single death would be horrible (imagine having to do a whole VVVVVV stage over because of one death)
Not quite sure we're talking about the same Super Meat Boy...the levels last less than 2 minutes when you actually get through them. Where exactly did you want the checkpoints? Many of the levels fit on the screen without scrolling. Did you want it to auto save every 5 seconds for you so you don't have to redo one saw blade?
That'd be nice, actually. Many challenges in VVVVVV can be tough to overcome and it would be rather annoying to have to go through many challenges again just to get where you were and fail, again then have to redo it over and over. I like a challenge and a game making you work for your reward but there is a fine line between challenge and bad level design.
It would castrate the difficulty, from what I've tried. None of the challenges I've seen in SMB are particularly difficult in themselves (jump over a saw blade, jump a gap, climb a wall), it's the stringing them together that is the challenge.
 

mjc0961

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Nov 30, 2009
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It claims to be hard and it is. And it's fairly hard to me, you can see all the stuff that's going to be in your way before you try to navigate it. It's not like Tomb Raider's "leap of faith" gameplay or that "Super Mario Frustration" romhack where random invisible blocks you didn't know about your first time cause you to die. You get a fair view of every hazard and have to get through them all. Then it just comes down to your skill as a player. And when you die, you just instantly start over. No bullshit life and game over system, no Too Human style animation you have to watch each time you die, you just get to try again right away. It all seems completely fair to me and I find it to be a shining example of good difficulty.

As for being worth the price of admission, I got it when Steam had it on sale for $3.75. Easily worth it to me, I could have paid the whole $15 and been happy, especially as more content is being worked on.
 

ZeroDotZero

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Internet Kraken said:
lacktheknack said:
Can you send me your copy, then? I'm the one they're appealing to. :D
I don't get how people can enjoy a game that, statistically, you will not beat. As only 4.5% of the people who own this game have beaten the light world, according to Steam.

4.5% of all the people who bought this couldn't beat it. And I don't think it's because all 95.5% of those people suck at platforming games. I think it's because towards the end of the game the amount of bullshit overpowers the game's redeeming features.
Hey, I have bought it, and I haven't beaten it, but that is because my computer can't cope with it (it is definitely not a gaming PC). If I get a better PC by the time that the Mac version of the game is released, then I will continue with it then. Do not assume that 95.5% of those players cannot beat the game.

Personally, I am greatly looking forward to picking up from where I left off.