If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Super Meat Boy (Windows, Xbox 360)

From The Cutting Room Floor
(Redirected from Super Meat Boy)
Jump to navigation Jump to search

Title Screen

Super Meat Boy

Developer: Team Meat
Publisher: Team Meat
Platforms: Windows, Xbox 360
Released internationally: November 20, 2010 (Xbox 360), November 30, 2010 (Windows)[1]


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
SourceIcon.png This game has uncompiled source code.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
Create a prerelease page and document these alternate unused designs for the first boss, Lil Slugger, detailed here in a TikTok video by Edmund Mcmillen. More concept art for planned but cut crossover characters can be seen in this TikTok video. Document those as well. Store pages of the Steam, and Xbox 360 versions also has a few early screenshots.

Super Meat Boy is a classic tale of boy meets girl. Except the boy has no skin, the girl is made out of bandages, and they're both being hassled by a fetus in a snappily dressed mechanical suit with an endless supply of sawblades and plague syringes. You've probably heard it all before.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info

Characters

Console Characters

The graphics for the Xbox 360 only characters are still present in the PC version of the game, but their code is not - hex-editing your save game to forcibly unlock them just gives you a bunch of Meat Boy duplicates.

Meat Boy with Gish's graphics set.

Unused Characters

There are 2 unused characters in the game's files, Burnt Boy and Dumb Meat Boy. They are both missing a .props file and a character ID. Dumb Meat Boy's animation file is unfinished so the game will crash if you try to load him in the game. Burnt Boy can be loaded into the game. He leaves a trail of fire behind that disappears like meat effect you see when you run.

A screenshot of Burnt Boy in game.

April Fools 2011

During April 1st of 2011 Meat Boy would be replaced by Potato Boy as a tie-in to a Portal 2 ARG that various Steam games were involved in. This only effected the game for that day, and reverted back to normal once it was over. This character since can only be played in a custom level on Super Meat World, or by using the bandage duplication glitch to make him appear on the character select screen.

Brownie

You can play as Brownie by inputting RB RB RB B B B X on the character select screen. This can only be done with a controller when on PC.

Unused Stages

Found within the game's gamedata.dat are the game's files, and some unused stages made for testing. Here is the list of files that are unused in the game (not counting leftovers from Teh Internet's stages on the Xbox 360 version) found in the directory "/data/levels" in the gamedata.dat file. Half of these seem to be tests. All of the minus warp zone copies are identical to the finals, except instead of using the glitch tileset, uses the retro one.

  • 1-62.smbl
  • 1-62x.smbl
  • 1-82.smbl
  • 1-82x.smbl
  • 1-112.smbl
  • 1-112x.smbl
  • 1-122.smbl
  • 1-122x.smbl
  • 1-132.smbl
  • 1-132x.smbl
  • 2-7back.smbl
  • animaltest.smbl
  • assy.smbl

Level consists of a little room with a key floating in the middle. If Meat Boy touches the key, he will be killed immediately. It is possible that "fake keys" which killed the player on contact were planned to be in the game.

Smb assy.png

  • boss6test.smbl
  • boss32.smbl

Early design of the Brownie boss level. Salt flows from right to the left instead of a heap of salt slowly rising from the ground. However, the salt wave only goes to the left, once it hits the wall, it will disappear and respawn on the start point again. Interestingly, the boss's intro cutscenes still has the salt flowing the way it does in this early design. The level contains a few graphical errors, and is not completable due to several broken hit boxes.

Smb boss32.png

  • boss52.smbl
  • boss62.smbl
  • boss62fix.smbl
  • boss62.smbl
  • boss62xfix.smbl
  • bosstest1.smbl
  • bossx.smbl

Early design of Lil' Slugger's boss level. Unlike in the final version, the forest in this level looks like it is actually on fire. Fire was removed from the final version, possibly due to performance issues on older hardware. The layout of this level seems to indicate that it was for the original version of Lil' Slugger, which had spider legs.

Smb bossx.png

  • demon.smbl

Very early design of Little Horn's boss level. It consists only of a few lines and boss object "8". Curiously, the boss object is rotated by 45 degrees, though the rotation of boss objects doesn't seem to have any effect on bosses.

Smb demon.png

  • fantest.smbl
  • halftest.smbl
  • rtest1.smbl
  • secret1.smbl
  • test2.smbl
  • testr.smbl
  • testr2.smbl
  • testyr.smbl

Duplicate Bandage Girls

In the 17th level of The Forest named "Morningstar", another bandage girl can be found within the ground that the stationary saw blade to the right. This can be reached legitimately with Mr. Minecraft, or by use of a glitch to clip through walls.

At the third warp zone level found adjacent to level 7 in The Salt Mines is a duplicate bandage girl found by jumping from the middle of the lower ledge where the bandage is and going off screen.

Duplicate Bandages

In Hell on level 19x two bandages can be found under the breakable ground to the left of the level.

Invisible Level Geometry

The first level of Salt Factory known as "Pit Stop" has a pile of salt above the end section be slightly past the tiles, touching this right corner will kill you.

Salt Factory's Kontra warp on the 2nd level has an invisible section on the left pillar.

In the hidden glitched level found in Hell, touching the solid tile found under the lava pool just above you will kill you.

The dark world version of level 8x within Cotton Alley has some invisible solid tiles just off-screen at the top which covers most of that area except for a few gaps present on the edges of the structure.

Supermeatboy 7-16 collision.png

The beginning and ending pillars on level 16 of Cotton Alley known as "Hopscotch" has some invisible collision that can be slid on like a wall if you jump at the right angle.

Unused Sounds

Some unused sounds found in the file "gameaudio.dat".

Bandaid Girl AngryScream

This could have been used for the intro after Bandage Girl gets kidnapped.

Book Page Turn 12

Castle Port Cullis

DEATH RATTLE

Hell Scream

Intro Audio

This was the original intro, it uses Kaada's Care for it's music. It is located in the audio folder with the rest of the game's music.

Flywrench Typing No Beep

Female Scream Lower

Glass Break 01

This sound effect is known to have been used in previous games from Edmund such as Grey Matter, and the un-released Hitlers Must Die.

Underwater Fart

Woooo

Unused Textures

In the pc folder there is a folder called HUD, that is where all of the art that shows when you unlock a character or chapter is located in. There are 3 pictures that seem to go unused in the game, dwunlocked, warpunlocked, and wogunlocked.

dwunlocked
warpunlocked
wogunlocked

The early CH1: THE FOREST intro is still left over in the game's files. It's called sf2intro, probably because the intro is a reference to Street Fighter II's intro. The intro can't be loaded in the game since its animation file is incomplete and will crash the game. It is located at pc/Intro.

Uncompiled Source Code

There are 3 uncompiled flash files in gamedata_files\pc\LevelPalettes:

  • gbobjects.tpf
  • hellobstacles.tpf
  • obstacles.tpf

Developer Mode

There are some debug tools left in the game, including an unfinished, buggy version of the level editor. Add -devmode to the game's command line parameters. Press F1 to enter the editor, and press it again to exit the editor. F3, F4 etc. open some other editors.

Note: don't use new level, the palette thing is bugged. Instead, when starting the game, add the command-line: -palette palettefile.lp

Replace "palettefile.lp" with one of the following:

  • 4bit1.lp
  • end.lp
  • factory.lp
  • forest.lp
  • gb.lp
  • glitch.lp
  • hell.lp
  • hospital.lp
  • rapture.lp
  • retro1.lp

It'll start you with that palette.

Editor Key Binds

  • Mouse 1 - Place whatever.
  • Mouse 2 - Clear whatever.
  • Mouse Wheel - Change whatever.
  • WASD - Move view.
  • Q+E - Zoom out/in.
  • Z - Change to 'set piece mode'.
  • X - Change to 'parallax mode'.
  • C - Change to 'camera mode'.
  • N - Change to 'animal mode'.
  • L - Change to 'lighting mode'.
  • Y - Change to 'animated piece mode'.
  • T - Change to 'tile mode'.
  • B - Set player spawn point to where mouse is.

Character Select

Add -char # to your command line (only works in devmode), replacing "#" with one of the following:

  • 2 = 8-Bit Meat Boy
  • 3 = 4-Color Meat Boy
  • 4 = 4-Bit Meat Boy
  • 5 = Dr. Fetus
  • 6 = Brownie
  • 7 = Bandage Girl
  • 8 = Meat Ninja
  • 11 = Naija
  • 12 = Commander Video
  • 13 = Runman
  • 14 = Goo Ball
  • 15 = Mr. Minecraft (Steve)
  • 17 = Flywrench
  • 19 = Jill
  • 20 = Captain Viridian
  • 22 = Machinarium
  • 23 = The Kid
  • 24 = Headcrab
  • 25 = Ogmo
  • 27 = Ending Meat Boy
  • 28 = Alien Hominid
  • 29 = Auto-Running Meat Boy
  • 30 = Tim
  • Anything else = Default Meat Boy

Note that Dr. Fetus is selectable in this mode, which is normally impossible. Pressing the Special button makes him shoot rockets. Also note that Alien Hominid, and Tim are here which normally can't be selected in the editor without this command.

Boss Select

Add -boss # to your command line to activate boss in devmode.

  • 0 = Lil' Slugger
  • 1 = C.H.A.D.
  • 2 = Brownie
  • 3 = Little Horn
  • 4 = Larries Lament
  • 5 = Dr. Fetus

Please note that some bosses crash the game if some boss objects (white squares with a number) are not already present in the level while loading it. Some bosses also crash the game after finishing them in devmode.

Revisional Differences

Soundtrack

Hmmm...
To do:
Get screenshot of the original version of this credits screen before this change. I currently only have access to the latest one.

Due to the game's original composer causing licensing issues, later versions of the game after 2015 and all new ports of the game replaces the game's soundtrack with new music from another composer. Although this can be changed back to the original soundtrack on the PC versions, with the Xbox 360 release being un-effected. This also caused his graphic seen on the credits to be removed in later versions of the PC release.

World Map

On the Xbox 360 and PC versions in a later update, a new world to the left of the world select map has been added which lets you play custom world and levels the community made on the PC version's level editor. This new world on the PC versions is known as "Forever Alone" which has a red theme on the world select screen, with it being named "Teh Internetz" and having a green theme on the Xbox 360 version.

Characters

While originally called Mr. Minecraft, later on the name would be changed to Steve since when the game first came out Steve had no name.

References