Compare Super Meat Boy prices across 50+ stores and find the best deal. Developed by Team Meat. Released on 11/30/2010. Available on PC. Genres: Indie. Metacritic score: 87/100.

Super Meat Boy is a brutally precise platformer that will kill you hundreds of times and somehow keep you coming back for more.

Super Meat Boy is a 2D precision platformer built around one core promise: you will fail, constantly, and the game will make you feel like that is entirely your fault. Team Meat crafted something here that treats death not as punishment but as curriculum. Each of the game's levels is a compact, handmade gauntlet of saw blades, salt, and crumbling platforms, and most of them can be cleared in under thirty seconds once you figure out the solution. The word "once" is doing a lot of heavy lifting in that sentence. The movement system is the heart of everything. Meat Boy sticks to walls, sprints, and jumps with a responsiveness that most platformers still haven't matched. There is no attack button, no health bar, no inventory screen cluttering the design. Just you, the level geometry, and the gap between where you are and where you need to be. The game is structured across themed worlds, each introducing new hazards and capping off with a boss encounter that shifts the pace just enough to feel like a exhale. Dark World variants of every level exist for players who finish the light worlds and think, reasonably incorrectly, that they have seen the worst of it. The roster of unlockable characters is a genuine highlight. Beyond Meat Boy himself, you unlock characters from other indie games, each with different movement properties. The Steam version adds a playable Head Crab, which is a small thing but the kind of small thing that shows care. Bandage collection gates some of these characters, so completionists have a concrete loop beyond simply clearing stages. The replay feature, which plays back all your failed runs simultaneously the moment you succeed, is one of those interface ideas that feels obvious in hindsight and that almost nobody else has copied well. Where the game tests patience is in its late chapters. The difficulty curve stops being a curve somewhere around Chapter 4 and becomes a vertical wall. Players who are not wired for this kind of repetitive mastery loop will hit a wall they genuinely cannot climb, and the game offers no difficulty settings, no assists, no compromise. That is a feature for a certain kind of player and a dealbreaker for another. Kai will tell you honestly: if you bounced off the first world's harder stages, the rest of the game is not for you, and that is fine. Super Meat Boy knows its audience and refuses to apologize for it. For the players it is for, though, this is one of those rare games that lives in your fingers after you put it down. The soundtrack by Danny Baranowsky is legitimately excellent, punchy and propulsive, the kind of music that makes you feel like each attempt is slightly more epic than the last even when you are dying to the same saw blade for the forty-seventh time. The pixel art is expressive and gory in a cartoonish way, never gratuitous, always readable at speed. This is handcraft that holds up well past its release, which is more than you can say for most games from that era. If you have the patience for it, Super Meat Boy still earns every second of your frustration. Kai, Scout Team

Super Meat Boy
Indie

Super Meat Boy

Nov 30, 2010Team MeatUnknown
GamerScout Says

Super Meat Boy is a brutally precise platformer that will kill you hundreds of times and somehow keep you coming back for more.

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About Super Meat Boy

Super Meat Boy is a 2D precision platformer built around one core promise: you will fail, constantly, and the game will make you feel like that is entirely your fault. Team Meat crafted something here that treats death not as punishment but as curriculum. Each of the game's levels is a compact, handmade gauntlet of saw blades, salt, and crumbling platforms, and most of them can be cleared in under thirty seconds once you figure out the solution. The word "once" is doing a lot of heavy lifting in that sentence. The movement system is the heart of everything. Meat Boy sticks to walls, sprints, and jumps with a responsiveness that most platformers still haven't matched. There is no attack button, no health bar, no inventory screen cluttering the design. Just you, the level geometry, and the gap between where you are and where you need to be. The game is structured across themed worlds, each introducing new hazards and capping off with a boss encounter that shifts the pace just enough to feel like a exhale. Dark World variants of every level exist for players who finish the light worlds and think, reasonably incorrectly, that they have seen the worst of it. The roster of unlockable characters is a genuine highlight. Beyond Meat Boy himself, you unlock characters from other indie games, each with different movement properties. The Steam version adds a playable Head Crab, which is a small thing but the kind of small thing that shows care. Bandage collection gates some of these characters, so completionists have a concrete loop beyond simply clearing stages. The replay feature, which plays back all your failed runs simultaneously the moment you succeed, is one of those interface ideas that feels obvious in hindsight and that almost nobody else has copied well. Where the game tests patience is in its late chapters. The difficulty curve stops being a curve somewhere around Chapter 4 and becomes a vertical wall. Players who are not wired for this kind of repetitive mastery loop will hit a wall they genuinely cannot climb, and the game offers no difficulty settings, no assists, no compromise. That is a feature for a certain kind of player and a dealbreaker for another. Kai will tell you honestly: if you bounced off the first world's harder stages, the rest of the game is not for you, and that is fine. Super Meat Boy knows its audience and refuses to apologize for it. For the players it is for, though, this is one of those rare games that lives in your fingers after you put it down. The soundtrack by Danny Baranowsky is legitimately excellent, punchy and propulsive, the kind of music that makes you feel like each attempt is slightly more epic than the last even when you are dying to the same saw blade for the forty-seventh time. The pixel art is expressive and gory in a cartoonish way, never gratuitous, always readable at speed. This is handcraft that holds up well past its release, which is more than you can say for most games from that era. If you have the patience for it, Super Meat Boy still earns every second of your frustration. Kai, Scout Team

Tags

steamPrecision PlatformerWall-Jump MechanicsUnlockable CharactersSpeedrun-FriendlyDeath-Loop MasteryPixel ArtBanging SoundtrackNo Difficulty Settings

System Requirements

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Reviews & Ratings

Metacritic
87
Steam
94%(37,889)

Game Info

Developer
Team Meat
Publisher
Unknown
Release Date
Nov 30, 2010

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