Super Meat Boy 106 Speedrun

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This is a tool-assisted speedrun of Super Meat Boy in the any% category, with a completion time of 15:32.80 (RTA timing). The run is done on linux on a single input file on a tool called linTAS.

  • Plenty of time save from mistakes throughout the run, Timings in Super Meat Boy are incredibly tight, and critical actions are all over the place.
  • Jan 18, 2019 Super Meat Boy: Forever. On August 29, 2014, Team Meat announced a sequel to Super Meat Boy in development, known as Super Meat Boy: Forever, to be released on PC, console, and smartphone devices. A trailer for the game was released on December 8th, 2018 via Team Meat's YouTube channel.
  • Released in October 2010, Super Meat Boy is an independent platforming game designed by Edmund McMillen and Tommy Refenes. The game is a successor to a successful Flash game from 2008, and tries to present itself with a retro look. Players control a small cube-shaped character called Meat Boy, trying to save his girlfriend Bandage Girl.
  • (旧纪录)《超级食肉男孩》106%完成度 最速通关speedrun Super Meat Boy 106% in 1h 12m 03s 游戏 单机游戏 2018-06-27 01:11:21 -播放 -弹幕.

This is a tool-assisted speedrun of Super Meat Boy in the any% category, with a completion time of 15:32.80 (RTA timing). The run is done on linux on a single input file on a tool called linTAS.
Tricks used in this run:
Dual jumping: When using both keyboard and controller jump buttons separately meatboy can jump more frequently with less frames moving downwards.
Wallsliding: If you jump when barely touching a wall, meatboy will do a slide instead of a jump.
Storage jumping: On the first frame of the level it is possible to jump if the character touches the ground or a wall when touching bandage girl.
Fast acceleration: If meatboy does a 1 frame input of turning to the opposite direction during a ground jump meatboy will accelerate faster.
Autojumping: It allows for the character to make full jumps and jump inputs on every frame at the same time. It is performed by holding jump, pausing, releasing jump, and unpausing. It can be cancelled by pressing jump again.
Exiting to map pause glitch: During the exit to map dialog meatboy will continue his spawning animation whereas the object in the level don't progress. This allows meatboy to catch earlier cycles on some levels.
Frame manipulation pausing: Pauses cause the next frame to be slightly different from what it would otherwise be. This allows optimizations in movement in some levels.
Detach jumping: During detaching meatboy stays on the wall for a couple frames while moving away from the wall. Jumping during these frames gives meatboy extra speed.
Instadetaching: Holding both directions allows meatboy to begin detaching immediately on a left sided wall.
Disappearing laser eye: A linux only trick where the laser eye disappears. This trick is not understood particularly well but it generally happens when doing small movements relative to the angular distance of the laser eye.
Resolution and detail level : This run uses 1080p resolution and high detail in this run. There are small variations in some based on the resolution that is being used. It is possible some other resolution would be faster. The same stands for medium, low and ultralow detail.
Thanks to all the meatboy TASers and the rest of the meatboy speedrunning community. Also special thanks to Kilaye for providing the tool used in the making of this run.

This is a tool-assisted speedrun of Super Meat Boy in the any% category, with a completion time of 15:32.80 (RTA timing). The run is done on linux on a single input file on a tool called linTAS.

Tricks used in this run:

Dual jumping: When using both keyboard and controller jump buttons separately meatboy can jump more frequently with less frames moving downwards.

Wallsliding: If you jump when barely touching a wall, meatboy will do a slide instead of a jump.

Storage jumping: On the first frame of the level it is possible to jump if the character touches the ground or a wall when touching bandage girl.

Fast acceleration: If meatboy does a 1 frame input of turning to the opposite direction during a ground jump meatboy will accelerate faster.

Autojumping: It allows for the character to make full jumps and jump inputs on every frame at the same time. It is performed by holding jump, pausing, releasing jump, and unpausing. It can be cancelled by pressing jump again.

Speedrun

Exiting to map pause glitch: During the exit to map dialog meatboy will continue his spawning animation whereas the object in the level don’t progress. This allows meatboy to catch earlier cycles on some levels.

Super Meat Boy 106 Speedrun Games

Frame manipulation pausing: Pauses cause the next frame to be slightly different from what it would otherwise be. This allows optimizations in movement in some levels.

Detach jumping: During detaching meatboy stays on the wall for a couple frames while moving away from the wall. Jumping during these frames gives meatboy extra speed.

Super Meat Boy 106 Speedrun 2

Instadetaching: Holding both directions allows meatboy to begin detaching immediately on a left sided wall.

Disappearing laser eye: A linux only trick where the laser eye disappears. This trick is not understood particularly well but it generally happens when doing small movements relative to the angular distance of the laser eye.

Meat Boy

Resolution and detail level : This run uses 1080p resolution and high detail in this run. There are small variations in some based on the resolution that is being used. It is possible some other resolution would be faster. The same stands for medium, low and ultralow detail.

Super meat boy glitch warp zone 4. Jan 01, 2018  Super Meat Boy brings the old school difficulty of classic NES titles like Mega Man 2, Ghost and Goblins and Super Mario Bros. 2 (The Japanese one) and stream lines them down to the essential no. This is a randomly generated and bizarre warp zone that if you do a glitch in world -1, it appears to the left of it. It cannot be beaten as there is no bandage girl. The only way you can get out is quitting to the level select. Super Meat Boy Wiki is a FANDOM Games Community.

May 29, 2014 Hi Guys and Gals! The Drafter here! This is how you can Unlock the Warp Zone and Get The Bandage in Super Meat Boy Level 2-12, Above. Don't forget to LIKE and COMMENT if this video helped you, thanks! Above is the 12th level of Chapter 2. The level is a jump/movement level making you wait for saws to fire from Saw shooters so you can move from the spot. Castle Crushers can be unlocked on this level. The key for the warp zone falls after catching the first key. It falls between the start platform and the platform with the warp portal. The key falls from the ceiling platform in between the. Super Meat Boy felt great because there was a marriage of level design and controls, Super Meat Boy Forever is no different. Is This an Infinite-Runner? No, Super Meat Boy Forever’s levels have a defined start and end, no infinite running. Dec 05, 2010 Hey guys just a quick walkthrough gameplay of the all new Super meat boy for PC. Running the game maxed our at 1600x900 resolution. Processor: Intel(R) Core(TM)2 Quad CPU Q8400 @ 2.66GHz (4 CPUs. The Hospital is the second world in Super Meat Boy. This world is themed like an abandoned hospital with rivers of blood and seas of needles, and introduces the player to the first enemies in the game, Dust Bunnies and Betus. Other hazards include fans that can push the player higher and lasers that will kill the player on contact. After beating at least 17 levels, the boss of this world is. Super meat boy level 2 walkthrough.

Super Meat Boy Speedrun

Thanks to all the meatboy TASers and the rest of the meatboy speedrunning community. Also special thanks to Kilaye for providing the tool used in the making of this run.