Super Meat Boy Wall Jump
Note that if you're against the wall when you first press Jump, you'll make a wall slide, so you'll have to release-press-again jump when your slide is peaking (= about to make you go down) EDIT: Other solution, use both walls: when you touch the wall, release Jump+Right and quickly press and hold Jump+Left instead.
Since you accelerate slightly faster at the beginning of sliding up a wall than jumping as Meat Boy, you should first get close enough to the wall at the beginning to the point where you are nearly touching it, then wall jump off of it after you slide up about 2/3's up it, or about 4 blocks. Dec 16, 2017 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. Oct 20, 2010 Super Meat Boy is a sequel to the 2-year-old Newgrounds flash game Meat Boy. The spirit and mechanics remain the same: You run and jump across 350+ stages that are typically beat in under 30 seconds. Above all, you die a lot. One of the most amusing additions is the replay video you are shown at the end of completing a stage. Super Meat Boy, Rayman Origins, and the New Super Mario games all have a wall-slide in addition to the wall-jump mechanic. Super Meat Boy is unique in that the wall-slide state triggers simply by being next to a wall - regardless of whether you’re going up or down.
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. The game received widespread critical acclaim.
Note: There are three potential categories of IL tables for the game - PC, XBLA, and Meat-Boy only. IL runs for the Meat Boy only category can be done on either system.
Super Meat Boy Wall Jump Game
Best Light World, Single-segment Time: 0:17:02 by 'vorpal' on 2015-07-02
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Mar 15, 2019 Super Meat Boy MacBook Version is now available to download for everyone. The video game was converted so now any iMacs and MacBooks owners can download it and play it. Get dmg file and extract the game folder to apps. Super Meat Boy MacBook Version is now available to download. Nov 24, 2017 How to download and run Super Meat Boy on your PC and Mac. Super Meat Boy For PC can be easily installed and used on a desktop computer or laptop running Windows XP, Windows 7, Windows 8, Windows 8.1, Windows 10 and a Macbook, iMac running Mac OS X. This will be done using an Android emulator. To install Super Meat Boy For PC, we will use BlueStacks app player. Feb 15, 2018 Super Meat Boy is a very intense and challenging arcade game. It was first released for the Xbox 360, then for the PC, and later on, for Mac and Linux. It can be bought and downloaded via Steam. In this game, the player controls Meat Boy, a red cube whose mission is to rescue his girlfriend, Bandage Girl from Dr. Super meat boy download mac.
Author's comments:
Super Meat Boy Wall Jump Lyrics
When I pause and then jump really fast, that's a glitch which gives you autofire. Hold jump, hit start, release jump, exit the pause screen with start button or B. The game now considers you to be pressing jump every frame. I play with a PS3 controller (and use the dpad instead of the stick).
So I've played this game for way too long. I was pretty ecstatic to get this time; hopefully you get as much out of the run as I put into it. My estimate for the lowest reasonably-humanly-possible single-segment time w/ current knowledge is about 25 seconds faster with no silly death, less slop, & about 10 seconds worth of strats I didn't do. My 'final' goal is about 15 seconds faster (to take this run from 17:43 rta timing to 17:2x) but I honestly wouldn't mind if I never beat this time. It's a pretty good run.
The remainder of these comments are just gonna be explanations of tech & some basic info. Thanks for watching.
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'Perfect' (3-cycle) larry is about a 9.6% chance. No, there's no way to manipulate him. Don't bother getting mad at him, just play better next time.
The A and S keys on your keyboard, when pressed upon completion of a level, advance you to the next level or exit you back to the map without having to mash through the replay screen first. This saves 1 button press at the end of each level. (other keyboard-only functions: backspace exits you back to the map from within the level without having to open the menu, space + W allows you to replay warp zone levels (and obliterate the game with glitches)). I use joy2key to remap them to my controller and to put escape on L1 for easier autojumping.
Super Meat Boy Wall Jump Video
Sprint jumping. Lets you stay closer to a wall you jump from & walljump faster. The input typically looks like touch wall, let go of run, jump, hold run. It's how you do brownie skip every time w/o dying. This can be used to climb slightly faster up a single wall, but it affects the spacing, timing, & trajectory of your jumps so it's not always a good idea. The same principle can also be applied to jumping from the ground, but this has very limited usefulness.
Super meat boy boss fight. From there, do any stages you can from the last three worlds. You can do any 85 stages from worlds 1-7, as order doesn't matter, but I'd recommend starting with every dark stage in worlds 1-4, which will give you 80/85. If you're having trouble in world 5, 6-1X and 7-12X are relatively painless.
Spawn jumping. This word refers to one of two things. The first and most common is walljumping off a wall next to you as you spawn, before you touch the ground. The second involves a glitch. If you complete a level touching the floor or a wall, then when you start the next level, on the first frame you have control you'll be able to jump as if you were still touching that floor or wall. Typically this is paired with autojump to make sure you can hit the frame.
Halfblocks. Halfblocks in the game are poorly coded; they're represented in the code as full-size blocks with an asterisk. You often get weird glitchy jumps (wallslides, hopslides, etc) from them, and you can walljump off the edge of where the full block would be, even though there's no visible wall there.
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Wallslides. Wallslides have a low random chance of happening on most/all walls. There's a few walls where they have a high random chance. You can also force one every time where a diagonal wall intersects a vertical wall.
Diagonal walls or floors are really silly in general. Try playing around with them sometime. Whether or not you're holding jump as you touch them makes a huge difference. Trying to jump or walljump from them also leads to some weird crap.
There's still no way to manipulate larry.
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