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	<title>Comments on: Why I Don&#8217;t Like Super Meat Boy.</title>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-61285</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Tue, 20 Feb 2024 02:46:53 +0000</pubDate>
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		<description><![CDATA[Super Meat Boy controls are not perfect, jumping is sometimes not even work]]></description>
		<content:encoded><![CDATA[<p>Super Meat Boy controls are not perfect, jumping is sometimes not even work</p>
]]></content:encoded>
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		<title>By: Anonymous</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-56089</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Sat, 13 Apr 2019 08:52:29 +0000</pubDate>
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		<description><![CDATA[thumbs down]]></description>
		<content:encoded><![CDATA[<p>thumbs down</p>
]]></content:encoded>
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		<title>By: Michael Byte</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-38640</link>
		<dc:creator><![CDATA[Michael Byte]]></dc:creator>
		<pubDate>Sat, 30 Sep 2017 12:04:17 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1306#comment-38640</guid>
		<description><![CDATA[I didn&#039;t like Meatboy the first time but maybe I&#039;ll give it another try. And I say it as an avid player of Spelunky. There is something that turns me off in Meatboy. First, it&#039;s true that you end up playing the same level many times till you make it, but I think one reason for me is the way the player movement slides and accelerates (and I agree, this is the identity of Meatboy and maybe I have to get used to it) makes me always miss my jump and fall into something that kills me. I like platform games but those who let you land where you aim. In Meatboy things are obvious, you go from A to B, obvious things kill you, you know where to jump and what to do, but you just fail doing it because of the accelerated movement. In Spelunky this is perfect, but of course you die because of all the traps and things you have to learn how to observe and handle as you play. But it does that perfect, when you learn it it&#039;s perfect because you move and jump where you aim, you don&#039;t die always because you miscalculated jumps or it&#039;s too slimey movement. And beyond that, Meatboy is very simplistic, rinse and repeat in simple short levels, Spelunky is more complex, you can grab and throw items, use enemies to jump higher, items, different ways to handle traps and enemies.]]></description>
		<content:encoded><![CDATA[<p>I didn&#8217;t like Meatboy the first time but maybe I&#8217;ll give it another try. And I say it as an avid player of Spelunky. There is something that turns me off in Meatboy. First, it&#8217;s true that you end up playing the same level many times till you make it, but I think one reason for me is the way the player movement slides and accelerates (and I agree, this is the identity of Meatboy and maybe I have to get used to it) makes me always miss my jump and fall into something that kills me. I like platform games but those who let you land where you aim. In Meatboy things are obvious, you go from A to B, obvious things kill you, you know where to jump and what to do, but you just fail doing it because of the accelerated movement. In Spelunky this is perfect, but of course you die because of all the traps and things you have to learn how to observe and handle as you play. But it does that perfect, when you learn it it&#8217;s perfect because you move and jump where you aim, you don&#8217;t die always because you miscalculated jumps or it&#8217;s too slimey movement. And beyond that, Meatboy is very simplistic, rinse and repeat in simple short levels, Spelunky is more complex, you can grab and throw items, use enemies to jump higher, items, different ways to handle traps and enemies.</p>
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	<item>
		<title>By: jiiiiim</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-449</link>
		<dc:creator><![CDATA[jiiiiim]]></dc:creator>
		<pubDate>Tue, 08 May 2012 15:24:35 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1306#comment-449</guid>
		<description><![CDATA[If only I could somehow add in some kind of electrodes that shocked me every time I died in-game.]]></description>
		<content:encoded><![CDATA[<p>If only I could somehow add in some kind of electrodes that shocked me every time I died in-game.</p>
]]></content:encoded>
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		<title>By: hentzau</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-448</link>
		<dc:creator><![CDATA[hentzau]]></dc:creator>
		<pubDate>Tue, 08 May 2012 11:17:46 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1306#comment-448</guid>
		<description><![CDATA[The difference being I was happily able to skip those levels and go on to the next one without the game saying NONE SHALL PASS. Dustforce&#039;s metagame is more forgiving than Meat Boy&#039;s to boot.]]></description>
		<content:encoded><![CDATA[<p>The difference being I was happily able to skip those levels and go on to the next one without the game saying NONE SHALL PASS. Dustforce&#8217;s metagame is more forgiving than Meat Boy&#8217;s to boot.</p>
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		<title>By: Michael Cook (@mtrc)</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-447</link>
		<dc:creator><![CDATA[Michael Cook (@mtrc)]]></dc:creator>
		<pubDate>Tue, 08 May 2012 05:53:46 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1306#comment-447</guid>
		<description><![CDATA[My issue with Dustforce is that the length of its levels are not conducive to honed skill - there are many levels with fiddly openings that are just as easily lost off the back of having done them two dozen times and being tired. Fluffling an opening doesn&#039;t let you get to the bit you&#039;re actually stuck on.

Whereas with SMB, the entire level *is* what you&#039;re stuck on. You&#039;re hacking at this puzzle, trying new problems, and rarely having to redo something you&#039;ve mastered.

I prefer Dustforce over SMB for a host of reasons, but it&#039;s postivity isn&#039;t one of them.]]></description>
		<content:encoded><![CDATA[<p>My issue with Dustforce is that the length of its levels are not conducive to honed skill &#8211; there are many levels with fiddly openings that are just as easily lost off the back of having done them two dozen times and being tired. Fluffling an opening doesn&#8217;t let you get to the bit you&#8217;re actually stuck on.</p>
<p>Whereas with SMB, the entire level *is* what you&#8217;re stuck on. You&#8217;re hacking at this puzzle, trying new problems, and rarely having to redo something you&#8217;ve mastered.</p>
<p>I prefer Dustforce over SMB for a host of reasons, but it&#8217;s postivity isn&#8217;t one of them.</p>
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		<title>By: hentzau</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-446</link>
		<dc:creator><![CDATA[hentzau]]></dc:creator>
		<pubDate>Tue, 08 May 2012 00:40:26 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1306#comment-446</guid>
		<description><![CDATA[Super Meat Boy was really the perfect game for you, wasn&#039;t it.]]></description>
		<content:encoded><![CDATA[<p>Super Meat Boy was really the perfect game for you, wasn&#8217;t it.</p>
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		<title>By: jiiiiim</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-445</link>
		<dc:creator><![CDATA[jiiiiim]]></dc:creator>
		<pubDate>Mon, 07 May 2012 23:57:22 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1306#comment-445</guid>
		<description><![CDATA[Alternatively you could argue that Meatboy forces you to succeed whereas Dustforce isn&#039;t really arsed. I get where you&#039;re coming from, and I do see why that philosophy isn&#039;t fun for you. For me, I really love that honing-of-the-reflexes, the ability to pull off some complicated manoeuverage by muscle memory, and if the game is punshing me every time I fuck up, I&#039;m going to learn it quicker. It&#039;s also going to give a more intense high when you succeed.

But then I love to fail.]]></description>
		<content:encoded><![CDATA[<p>Alternatively you could argue that Meatboy forces you to succeed whereas Dustforce isn&#8217;t really arsed. I get where you&#8217;re coming from, and I do see why that philosophy isn&#8217;t fun for you. For me, I really love that honing-of-the-reflexes, the ability to pull off some complicated manoeuverage by muscle memory, and if the game is punshing me every time I fuck up, I&#8217;m going to learn it quicker. It&#8217;s also going to give a more intense high when you succeed.</p>
<p>But then I love to fail.</p>
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		<title>By: cooldaveiscool</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-444</link>
		<dc:creator><![CDATA[cooldaveiscool]]></dc:creator>
		<pubDate>Sun, 06 May 2012 13:09:37 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1306#comment-444</guid>
		<description><![CDATA[Fair enough, I guess? It seems like you&#039;re not disagreeing that skill plays a part and practice makes you better, just how punishing the game is in getting to that point. Which I would agree with, the reason I didn&#039;t mind it is that the punishment for failure wasn&#039;t anything that would really annoy me, like a long loading time, or a load of progress lost.]]></description>
		<content:encoded><![CDATA[<p>Fair enough, I guess? It seems like you&#8217;re not disagreeing that skill plays a part and practice makes you better, just how punishing the game is in getting to that point. Which I would agree with, the reason I didn&#8217;t mind it is that the punishment for failure wasn&#8217;t anything that would really annoy me, like a long loading time, or a load of progress lost.</p>
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		<title>By: hentzau</title>
		<link>https://scientificgamer.com/why-i-dont-like-super-meat-boy/#comment-443</link>
		<dc:creator><![CDATA[hentzau]]></dc:creator>
		<pubDate>Sun, 06 May 2012 12:36:06 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1306#comment-443</guid>
		<description><![CDATA[Of course you got &quot;better&quot; at it; SMB was doing the game equivalent of beating you with a stick until you got it right, and so when faced with another similar challenge you were much less likely to get it wrong. I&#039;m not saying that sort of training doesn&#039;t work, I&#039;m saying that it has no place in a game I play for fun.]]></description>
		<content:encoded><![CDATA[<p>Of course you got &#8220;better&#8221; at it; SMB was doing the game equivalent of beating you with a stick until you got it right, and so when faced with another similar challenge you were much less likely to get it wrong. I&#8217;m not saying that sort of training doesn&#8217;t work, I&#8217;m saying that it has no place in a game I play for fun.</p>
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