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Super Meat Boy Mobile to Have Twitch Gameplay, New Art Style

By Landon Robinson | 01 May 2012 | 0 Comments   

smbtg

“Ultimately, my goal is to scare the shit out of my three-year-old nephew.”

These are the words of Team Meat’s own Edmund McMillen, who was referring to his work on the mobile and completely redesigned iteration of the frustratingly fun Super Meat Boy. He wants the game to be twitch based like the original SMB, but not based on level-memorization.

Canabalt is closer to what we’re thinking about. But Canabalt is very surface-level stuff,” McMillen mentioned in a conversation with Polygon.

“[The original] Meat Boy was a twitch-based game about memorizing things. [iOS] Meat Boy is the opposite. That’s the foundation of its design. But it’s also on a touch device, so there’s that as well.

We want to make a twitch-based platformer that’s not about memorization.”

Layering context over his goal to scare his young nephew, McMillen mentions that the art style they chose for this new SMB is more “gentle”, featuring a more hand-drawn look. This will allow for the game to draw gamers in and surprise them with its impressive visuals.

“I’m happy about the art style. The more gentle and nice we make it look, the more vicious the story can be.

Wouldn’t it be so awesome to bait kids in with this happy little Meat Boy thing and then, the ending of the first chapter, instead of the squirrel getting his head knocked off, Meat Boy gets his face sawed in half?

Like a skinned looking face looking at the screen?”

It most certainly would Edmund, it most certainly would. Now all you have to do is make sure the blood-curdling saw-grinder noise is back in this iOS version, and you’re all set.

Don’t forget to add retina display support for the new iPad if you can. I need SOMETHING that will justify that purchase. I can’t use it solely for looking at Cat GIFs you know.

[via Polygon]

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