Super Meat Boy - some day we'll meat again

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1234abcdcba4321
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by 1234abcdcba4321 »

Grounder wrote:How does Headcrab's sticky mechanic thing work around vertical conveyor belts?
It should do about the same thing as usual, but I think you can't slide off as easily and you go up a bit faster.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Dark Hunter »

Unless I am very mistaken, I think you should not have as much trouble with the upcoming levels. The vertical conveyors pretty much disappear.
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Re: Super Meat Boy - cornerstuck AU

Post by Xirix »

Dragon Fogel wrote: I kind of remember a stage where I didn't see the notification pop up after beating it, but when he was actually on the map it had an A+. Maybe that's what you were thinking of.
Yeah that might have been it, sounds like something that would throw me off. Also hooray for using the more unique characters, you should practice with flywrench too raocow, I know he's a bit of a jittery bugger to control but he can do some pretty amazing things in certain levels. :)

Also
I feel kinda bad how hard raocow had to try in the last level, when you can literally just jump over the saws and go left by climbing the wall XD
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by S.N.N. »

I really want to believe there's a way you can bypass the entirety of 3-11X by jumping over the saws right at the start (maybe by using the first wall you encounter with Naija or something, I'm not sure).
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by 128-Up »

S.N.N. wrote:I really want to believe there's a way you can bypass the entirety of 3-11X by jumping over the saws right at the start (maybe by using the first wall you encounter with Naija or something, I'm not sure).
You can use Meat Boy to jump between a couple of them, iirc.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by The Doctor »

So close to getting the glitch warp today...
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Dark Hunter »

S.N.N. wrote:I really want to believe there's a way you can bypass the entirety of 3-11X by jumping over the saws right at the start (maybe by using the first wall you encounter with Naija or something, I'm not sure).
Not over them, but it is possible to jump between them.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by NegativeZeroZ »

Flywrench is a beast in dark world Salt Factory, making levels like Hellevator trivial. He made getting Missile Boy almost easy.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by jayScribble »

Is

3-15x: Vertebreaker

supposed to be that easy as raocow played it in the video?
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Sebby19 »

Thankyou for doing the challenge I issued! But why do you always not mention the 19 in Sebby19. It's there for a reason! Well, more like tradition, but whatevs....
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by raocow »

I have like no memory for numbers. I know it's 'sebby+number' but it's impossible for me to remember it.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by 128-Up »

Horikawa Otane wrote:In case raocow wants to farm for glitch world, what's the best level to do it in?
I'd say 3-18, personally.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Paragraph »

Sebby19 wrote:Thankyou for doing the challenge I issued! But why do you always not mention the 19 in Sebby19. It's there for a reason! Well, more like tradition, but whatevs....
I personally always think people just add the number because the name they REALLY wanted was already taken, so it doesn't matter/annoys them anyway...
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by mellonpizza »

jayScribble wrote:Is

3-15x: Vertebreaker

supposed to be that easy as raocow played it in the video?
It's certainly harder than raocow made it look, though it's not too bad of a level. raocow just got really lucky.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Xirix »

I kinda hope raocow continues to be lucky and doesn't need to grind for glitch girl... well...

The End he might have to since there's fewer levels



Also raocow have you played Braid? Everytime I see you play as Tim I kinda hope for that Braid LP. :P
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Crow »

funnily enough I got glitch girl naturally playing through The End dark world
i've honestly never played a video game in my life
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Alice »

Horikawa Otane wrote:In case raocow wants to farm for glitch world, what's the best level to do it in?
If he can be consistent and keep finishing it as fast as he did in the video, Vertebreaker seems like a good choice.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by NegativeZeroZ »

Best Glitch Girl Levels:

1-3 The Gap
2-10 Johnny's Cage
3-18 The Grundle
4-9 Deceiver
5-16 Rotgut
6-2 Schism
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Validon98 »

Some people were saying in the comments that they hate the glitch world for the three lives thing, and I dunno, I think the three lives thing is mainly annoying when it comes to the normal warp zones since you only have three shots per level and if you fail one, you have to restart the whole warp zone, but with glitch levels, it's only one level, so the three lives thing is mainly pointless. I dunno, I don't see much annoyance in it in regards to the glitch levels.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by pholtos »

I think the annoyance comes from the fact that it IS only one level. What's the point of having lives in the first place? That only means that you'll waste some time if you game over by having to have to re-enter the level again.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Dark Hunter »

Exactly.

Most levels in this game, if you fail, you can immediately retry again. The flow of gameplay is pretty much uninterrupted.

The glitch worlds force you back to the level select every three deaths, and force you to sit through loading screens for no reason to try again.

For the warp zones, the lives mechanic adds an extra level of challenge. For the glitch worlds, it adds no challenge; all it adds is aggravation.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by NegativeZeroZ »

I always took the three lives mechanic of the glitch worlds as a means to discourage you from spending too much time attempting them before you're ready. They were designed to be super-hidden, super-optional things that not very many people would find, because Team Meat didn't think their game would do that well. So I took it as a nudge to "come back to this later."
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by Dark Hunter »

If that was how they were intended, it was a very stupid design decision. If the intent truly was to tell players "Don't try this yet, you're not ready", then maybe... I don't know, maybe it shouldn't have been unlockable so early?

The Glitch Worlds are fairly difficult. Nothing you can't handle if you're clearing the Dark World (which you probably are when you unlock them), but still, they're a challenge. Even a very good player is going to take a number of tries to beat them, as they learn the level and the timing. And the lives mechanic just slows that learning process down.
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Re: Super Meat Boy - some mechanics are not conveyed very well

Post by NegativeZeroZ »

Dark Hunter wrote:If that was how they were intended, it was a very stupid design decision. If the intent truly was to tell players "Don't try this yet, you're not ready", then maybe... I don't know, maybe it shouldn't have been unlockable so early?

The Glitch Worlds are fairly difficult. Nothing you can't handle if you're clearing the Dark World (which you probably are when you unlock them), but still, they're a challenge. Even a very good player is going to take a number of tries to beat them, as they learn the level and the timing. And the lives mechanic just slows that learning process down.
You have to have the chapter boss beat before the chance to unlock the glitch warp will even occur; I'd say that's late enough.

There's also the matter of teaching the player that they have the glitch warp unlocked forever, which most people seem to initially assume is NOT the case. Without the limited-lives-induced kick to world map, they may assume that once they get sucked into the glitch warp, they HAVE to beat it, which could be disastrous to a new player's experience, especially in the Forest.

You could argue that the kick to world map only needs to happen once but now we're talking about programming an exception for a small handful of levels that are two layers of optional and were probably thrown in at the last minute as a joke without any expectations of them actually being found anytime soon or played by that many people. It's unfortunate, but hindsight is 20/20.
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Re: Super Meat Boy - some mechanics are not conveyed very well

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