![]() ![]() This might not be a problem in a regular platformer – one with tight controls – but I found it pretty frustrating in Super Meat Boy. In some Warp Zone before world three I was required to land meat boy on a single tile, near the end of a level, after a series of difficult jumps with no respite, where falling on any side meant death and a restart from the beginning of the level. Uptown - warp zone in that level: B ( BIT. I’m sure there are plenty out there who’ll contradict me on this point but I just cannot handle him, and I’m sure I’m not alone. Have no idea what this is, super meat boy forever all warp zone locations way through brutal levels and mean boss fights levels with zones. Ive been playing the Switch version recently and managed to get the warp zone in the Clinic (the Test Your Meat minigame) and remembered hearing about a Meatsona character you can unlock from it. The best way I can describe it is that it’s like Meat Boy is on a piece of elastic and you’re flinging him around the level. While these have improved significantly since the flash game – the addition of a run button is nice, allowing you to choose whether you want to move too fast or too slow on the fly – they still feel awfully floaty to me. ![]() ![]() Cant recall if there are audible clues as i usually. When you approach a warp zone, your screen and timer will be visually glitchy. You'll really see when you approach one it's obvious enough if you replay the level and try to pay attention to it. What makes me hate Super Meat Boy, despite all that? I’m afraid it’s the way that the magnificent, hardcore level design couples with the damn controls. Some are in dark worlds, it is seed dependant so can't give you a definite answer on the levels. ![]()
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