tommy-refenes

Latest

  • Super Meat Boy Forever trims fat, cooks up 'huge' challenge

    by 
    Mike Suszek
    Mike Suszek
    08.31.2014

    Super Meat Boy Forever is as much a game as it is a meat grinder. It's "impossible," but only in the sense that it's similar to The Impossible Game, Grip Games' 2011 auto-running platformer that placed an emphasis on blazing hard difficulty. Super Meat Boy Forever dumps a similar formula into Team Meat's universe, and it's optimized for touch-based controls. "The goal is, this is going to be a Meat Boy that you play everywhere," Team Meat's Tommy Refenes told Joystiq at PAX Prime. We took a moment to play both the tablet and PC versions of the game at the event, which both relied on two physical (or touch-based) buttons. While Meat Boy never stopped sprinting through the boldly-outlined demo level, he happily jumped, slid and fell to the Earth at a rapid pace on command. Leaping across broad gaps and jumping from wall to wall, our Meat Boy dodged spinning saw blades just like he did in the original, making the experience feel immediately at home with pared-down controls, particularly on a mobile device.

  • Mobile Super Meat Boy may look something like this, may not

    by 
    Jessica Conditt
    Jessica Conditt
    04.01.2012

    Above is the first proper look at the prototype, "probably going to change a lot" vision of Super Meat Boy on iOS. No, this isn't an April Fools' joke, unless Team Meat have decided to reveal sensible, already-announced information as part of its months-long ruse to get everyone excited for mobile SMB before stripping it away entirely -- a plan they decided to ditch once they realized what a genuinely good idea that is. However, we really don't think that's the case here. In February Team Meat's Edmund McMillen divulged the first details of SMB on iOS, saying that if the idea was good enough, they would create it as an entirely new game without the "shitty touch controls" standard in most mobile touchscreen titles. Looks like the idea was good enough. Mobile SMB is "a feature-length touch-controlled platformer SPECIFICALLY designed for Touch devices," McMillen wrote today, continuing to say it isn't "a shitty port of an existing game with non-tactile buttons spread all over the screen blocking the player's view and making for frustrating controls" or "the Super Meat Boy you're used to: There are aspects of Super Meat Boy in there, obviously, but this is a brand new game with new art, new sound, everything."

  • Super Meat Boy's super boys explain what it means to go mobile

    by 
    Jessica Conditt
    Jessica Conditt
    02.10.2012

    Yesterday Edmund McMillen and Tommy Refenes of Team Meat dropped a gigantic, raw bomb on Twitter (gross), announcing their plans to strip down Super Meat Boy and rebuild it completely for mobile touch devices. They were vague on details apart from an intent to create a brand new game in the Super Meat Boy universe, and that they definitely wouldn't use "shitty touch controls."We thought they were being coy, but it turns out they don't know much more about the touchscreen version than we do. It's still in the engine phase of development, McMillen told Joystiq, and they're pretty much winging it, playing with things that work and throwing out ideas that don't -- even if that includes the entire game."I mean, honestly, this is simply a challenge for us," McMillen said. "It's easy to poo-poo a new system because of its horrible use of touchscreen on ported titles; it's harder to attempt to try and figure out a design that works and make something worth checking out."So that's basically what we are doing -- no idea how it will turn out -- but Tommy and I wanted to jump back into dev again with something that isn't going to take a year-plus to make, so prototyping this idea seemed most appropriate and inspired."

  • Super Meat Boy to be torn apart, rebuilt for touchscreen devices

    by 
    Jessica Conditt
    Jessica Conditt
    02.09.2012

    Super Meat Boy has seen success on Xbox Live, PC and Mac, but as is often the case while playing SMB, Team Meat have decided that's not good enough. Edmund McMillen and Tommy Refenes of Team Meat announced via Twitter today that they're rebuilding Super Meat Boy from scratch for a potential launch on mobile touch devices.In a six-part tweetfest, Team Meat disclosed the following details: The touch title will be remade from scratch and won't play like Super Meat Boy; it will be a larger, more traditional game, unlike titles such as Doodle Jump; and they promised it won't use "shitty touch controls.""if you liked SMB im sure you will enjoy this (if its good enough to continue on :) ) we just had a few cool ideas and wanted a challange," one of Team Meat's tweets reads.Team Meat said that if the project fails and turns out to not be any fun, they'll scrap it and move on to the next idea, which we can only assume is a Super Meat Boy live-action point-and-click adventure title in 3D. Those adventure things are all the rage these days, we're told.

  • 'Everything's happening now:' Indie Game: The Movie at Sundance

    by 
    Jonathan Deesing
    Jonathan Deesing
    01.30.2012

    In many ways, documentaries are not truly tools for documenting events. Instead, many documentaries choose to delve into the minds of their subjects, presenting not documentation, but something else entirely -- an up-close trip into the human psyche.During one such moment from Indie Game: The Movie, which I caught at a screening at the Sundance film festival, game designer Phil Fish states that if he couldn't finish his long-awaited game Fez, he would commit suicide. The camera remains on him for an awkward moment, and the line draws a number of uncomfortable chuckles from the audience. He seems to rethink his outrageous statement and then states once more: "I will kill myself."This attitude for the most part represents the majority of the film. Focusing primarily on the development and production of Fez and Super Meat Boy, Indie Game is really the story of obsessed developers pouring their insecurities and hearts and souls into a game, without leaving much, if anything, for themselves.%Gallery-145969%

  • Super Meatmortem: The almost-death of Team Meat

    by 
    David Hinkle
    David Hinkle
    03.01.2011

    Crunch time is just part of game development. When the deadline is looming, it's not uncommon for developers to pull 12-hour shifts (or longer). For Team Meat, crunch time nearly killed half of the duo. Tommy Refenes (pictured left) told GDC attendees that he would "be dead if we put Meat Boy on everything," explaining one of the reasons why Super Meat Boy has only been released for Xbox Live Arcade and PC thus far. In the two months leading up to SMB's XBLA debut, neither took a single day off, let alone slept for more than five hours a day. Refenes recounted feverish "development dreams" -- a sort of Groundhog Day scenario where he was squashing bugs only to wake and discover more.

  • Team Meat confirms 3DS development, Super Meat Boy sales approaching 400K

    by 
    David Hinkle
    David Hinkle
    02.28.2011

    During a postmortem on Super Meat Boy here at GDC 2011, Team Meat's Tommy Refenes spoke at great length about the plight of developing the most punishing game of 2010 -- a long stretch of development Hell that has since seen nearly 400,000 copies sold across Xbox Live Arcade and Steam, he revealed. As part of Microsoft's Game Feast program, as well as several impressive Steam sales, Super Meat Boy was afforded a lot of time in the spotlight, though Refenes also attributed its high Metacritic rating as another catalyst for the rise in popularity. Later, Edmund McMillen, who participated in the postmortem through a Skype video call, confirmed that Team Meat has procured a 3DS development kit and is currently working on something for the platform. "We dont know if that'll be Meat Boy or something else, but who knows?" McMillen concluded coyly.

  • Super Meat Boy postmortem, Angry Birds and Zynga talks announced for GDC 2011

    by 
    Ben Gilbert
    Ben Gilbert
    02.10.2011

    In case you didn't know, it's the 25th anniversary of the Game Developers Conference this year, and that means a load of extra special presentations. Beyond the head of Nintendo keynoting, the laundry list of legendary developers giving "classic" postmortems, and various announcements, it was revealed today that Super Meat Boy devs Edmund McMillen and Tommy Refenes ("Team Meat") will be giving a postmortem of their own. And hey, we think they're pretty extra special. Additionally, Zynga VP of product development Mark Skaggs will be discussing his company's evolution, framed around the release of FarmVille and the push towards CityVille over the last year -- we'd suggest fledgling Facebook millionaires not be late. And finally, rounding out today's announcement is news of an Angry Birds talk from Rovio's Peter Vesterbacka (self-claimed "Head Eagle" at the studio). We'll be on hand at GDC bringing you all the meaty, free-to-play, bird-flinging news as it breaks.

  • Team Meat's next game to be smaller, possibly on handhelds

    by 
    Ben Gilbert
    Ben Gilbert
    01.03.2011

    Super Meat Boy's co-creators Edmund McMillen and Tommy Refenes don't want to make another platformer. "We've farmed this. It's done. There's no more coming out of us," McMillen said in a recent interview with Game Informer. In fact, the duo's next game could very well be dynamically generated, a brawler, a shooter, or something more casual, and could end up on a handheld -- but "not like iPhone or anything," Refenes notes. "Me and Tommy love video games. I don't think we discriminate on what genres we'd want to do," McMillen explains. And it certainly won't be as difficult as SMB, or as difficult to make. "Kind of like eating the ginger between sushi entrees. Just kind of cleanse it, make a new little game, and then start on the next big one," he explains. Super Mint Boy, perhaps? Not likely, as McMillen definitively states, "After the level editor comes out, it's done. Cut it off. No more meat boy." In the pages-long interview, Refenes and McMillen wax on a variety of topics, from undiscovered gaming references within SMB, to working with Microsoft and Nintendo, to the genesis of Meat Boy's death replays. Get a cup of hot coffee, put on that kickin' SMB soundtrack, and get reading.

  • Joystiq Top 10 of 2010: Super Meat Boy

    by 
    James Ransom-Wiley
    James Ransom-Wiley
    12.30.2010

    Super Meat Boy is so simple in concept that it's downright pretentious to read so much into it. But what else is a critic good for? On the surface, SMB -- a repurposing of the initials of probably the most famous video game of all time -- is a quintessential "indie" work. Essentially the product of the Team Meat twosome of Edmund McMillen (the creator) and Tommy Refenes (the programmer), Super Meat Boy is equal parts professional perfectionism and total unprofessionalism. The game "oozes with the blood of artistic independence," as McMillen put it ... on his "Dev Blog for Gay Nerds." What's arguably the most technically excellent 2D platformer ever designed can't be separated from its adolescent humor. Team Meat are folk heroes for the Twixter generation: enviably talented young artists, who use their powers in defiantly uncouth ways.

  • Team Meat explains what went wrong with WiiWare's Super Meat Boy

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    12.24.2010

    If Super Meat Boy were to launch on WiiWare today, it would have no leaderboards, no Dark World levels and no support for downloadable additions. Boss fights and cutscenes would have no musical accompaniment, and only six music tracks (including just one for retro-themed levels) would be present. In the words of designer Edmund McMillen, it would be "a piece of shit version of Super Meat Boy." When McMillen and programmer Tommy Refenes, who together form Team Meat, tested a version of their loopy platformer that could fit under the (previously disputed) 40MB file-size limit imposed by Nintendo's WiiWare service, they weren't satisfied with the compromises and decided to cancel it. "There is no way to avoid the fact that if we released a 40MB version of Super Meat Boy it would be a shit version of the game," McMillen told Joystiq. "It's a lose lose situation, but the fact of the matter is if we release a shitty game, we will have to live with that for the rest of our careers and have to cop to the fact that it is a shitty game."

  • Super Meat Boy is Tiger-riffic on iPhone

    by 
    JC Fletcher
    JC Fletcher
    04.05.2010

    At the Indie Game Maker Rant during GDC, Team Meat's Tommy Refenes likened App Store games to Tiger LCD handheld games, which were low-quality games that sold on brand recognition alone. So, of course, there's now an iPhone version of Super Meat Boy, modeled on those very Tiger handhelds. "Super Meat Boy Handheld is all the branding of Super Meat Boy," Refenes said on the Super Meat Boy blog, "without the actual gameplay or art from Super Meat Boy ... and all for ONLY A DOLLAR." Made as an April Fools' Day joke, the iPhone version of the game is actually the first Super Meat Boy title to be released, beating the (fully-featured) XBLA, WiiWare and PC versions of the game! By buying this intentionally crummy game, you can prove Refenes's point (that the App Store is a platform for selling crummy games) and fund future non-crummy games from Team Meat. Super Meat Boy HANDHELD ($.99):

  • Super Meat Boy dude: 'App Store is Tiger handheld of this generation'

    by 
    JC Fletcher
    JC Fletcher
    03.11.2010

    [Castlevania Wiki] At last night's Indie Game Maker Rant, Tommy Refenes, one half of Team Meat, appropriately let off some steam about Apple's App Store, saying, "The majority of people who do anything for the App Store work on it and then kind of get screwed over." Refenes suggested that what the App Store specializes in are cheap ports of established brands, sold on their established names alone, as he compared it to the Tiger LCD handheld games of the late '80s and early '90s. "It's just a way to sell a brand," Refenes said. "That's what the Tiger handheld games were, and that's what I think the App Store is." To prove a point that the App Store is "kind of shit for most things," Refenes recounted the experiment he launched with Canabalt creator Adam Saltsman. The two developed a "joke game" called Zits & Giggles (in which players pop pimples) and submitted it to the App Store at the 99 cents price point. Each time sales dropped off, they raised the price. Consumers kept buying it, however, as the game rose to $15, then to $50, and so on -- it was even purchased for $299! We don't know what to take away from that, but luckily Refenes had an observation: "My conclusion to all of this is that the people who you're selling to on the App Store are not necessarily gamers." Care to challenge that theory? Zits & Giggles ($349.99):