randomkid said:Were there any plans to bring the game to PSN? Or is that precluded by the XBLA version?
Nessus said:Worried the same thing will happen to Retro City Rampage re: canceled Wii Ware version. God I want that game.
V_Ben said:That figure is for both Steam + XBLA.
SalsaShark said:It's never, EVER going to hit PSN. They clarified this a bunch of times. They were pretty specific.
SalsaShark said:It's never, EVER going to hit PSN. They clarified this a bunch of times. They were pretty specific.
SalsaShark said:It's never, EVER going to hit PSN. They clarified this a bunch of times. They were pretty specific.
SquirrelNuckle said:A man can still dream!
Snuggler said:It's plays great with a dualshock, bruddah.
Wait... you can do that?SalsaShark said:Yeah, i play with a DS2 as well
oh boyAbsoluteZero said:So Meat Boy can't fit within the Wiiware limitations but can fit within the DSiware limitations? I call BS.
Of course they could release it retail 3DS but if they're gonna do that why not release it retail Wii?
Henry Cooldown said:No, I blame Team Meat for thinking they would get "exceptions" to that cap. How you can plan, code, draw, animate, compose and just think "oh, I'm sure they'll let us fly over that 40 meg limit that's been in place for 3-4 years?"
AbsoluteZero said:So Meat Boy can't fit within the Wiiware limitations but can fit within the DSiware limitations? I call BS.
Of course they could release it retail 3DS but if they're gonna do that why not release it retail Wii?
charlequin said:I agree, it would've been better to never plan to release it on WiiWare in the first place.![]()
charlequin said:I agree, it would've been better to never plan to release it on WiiWare in the first place.![]()
Draft said:Wow.
So basically confirmed that if you're a good hard working dev PC is where the money is, don't even bother with console releases.
Wow. Good to know.
Apparently, things went like:TenshiOni said:Wasn't this mostly Nintendo's fault, though? I thought it was because of file size limitations on Ninty's part and Team Meat refusing to release an incomplete game on WiiWare if Nintendo wasn't willing to help them out.
fernoca said:Apparently, things went like:
1. They released the flash game AetherAt least based on what has been posted around this forums regarding the release of the game.
2. Nintendo was impressed and wanted Aether on the WiiWare
3. They said that for technical reasons, couldn't get it done
4. Time passed.
5. They released the flash-version of Meat Boy
6. Nintendo, again..was impressed and asks them to release that flash version of Meat Boy (Nintendo thinking that the flash game could easily fit in their 40MB limit)
7. They decide not to release it as it is, but instead make a bigger game (Super Meat Boy)
8. They add a ton of stuff, knowing the limits and other aspects of Wiiware.
9. They ask Nintendo to raise the limit for them because they didn't wanted to release it as an episodic release
9. Nintendo said "lol, as if we're going to raise the limit to you guys that haven't released the flash games we asked in the first place".
10. They went with Microsoft, which offered Game Feast and other perks.
Though kinda weird hearing that the game underperformed on Xbox Live Arcade.
angelfly said:My thoughts exactly. 400k for a game like Super Meat Boy seems rather high.
It was $2.50 on release.GWX said:It sold more on Steam? I'm surprised.
Okay, it was $2.50 a week after release.SalsaShark said:No it wasnt.
It was 10 dollars on release as a pre-order, that's what i paid for it. A week sale followed some time later and yes, sales went up there.
Crunched said:It was $2.50 on release.
yeah forgot the Sony part. Though (apparently) Sony didn't said "fuck off"..they just didn't said anything. More like "pfft", and they assumed that Sony wasn't interested; signed a deal with Microsoft (which didn't let them to release it on PS3, but on every other platform they could: Wii, Steam, etc.)SalsaShark said:They went to Sony as well, and they told them to fuck off.
And it still out-grossed the XBLA version.Crunched said:It was $2.50 on release.
randomkid said:Yeah I figured, I got it on Steam anyways, was just kind of curious how these deals work out.
Also HEY GUYS did you know they ported the game to DS TOO!
Spoiler: As a Warioware microgame.
xxracerxx said:What happened to the awesome cover art for the retail release?
They weren't able to find someone willing to publish a retail Wii version. They were able to find someone to distribute a retail PC version, as tons of indie developers whose games were primarily distributed through digital distribution before them have. This isn't that difficult a concept unless you're just intentionally blind to the way PC games have worked for years.Platy said:So .... they canceled the wii version (isn't this like ... old news ?) because they could not fit in the 30 mega limit and then ... they release a retail version on disc for PC ?
I really hope that inside that box is a CD, not a DVD =P
Super Meat Boy is Steamworks, anyway. It's probably just a code to punch in to Steam.Platy said:So .... they canceled the wii version (isn't this like ... old news ?) because they could not fit in the 30 mega limit and then ... they release a retail version on disc for PC ?
I really hope that inside that box is a CD, not a DVD =P
Also, high hopes for their project on 3ds =3
Team Meat, the indie studio behind hit platformer Super Meat Boy, has launched a bitter attack on Microsoft for not following through on marketing promises it made for the game's Xbox Live Arcade launch.
[...]
Team Meat had been told the game would get top billing in the Spotlight feed on the Xbox 360 dashboard, but there was no sign of any promotion for the title whatsoever.
[...]
Microsoft then apparently told Team Meat that the better the game performed, the more promotion it would receive. However, despite outselling other Game Feast titles Comic Jumper and Hydrophobia by a significant margin, and racking up great reviews, no further marketing support came.
[...]
Later on in the presentation, McMillen tempered the attack a little, insisting that "working with the creative side of Microsoft was great.
"Everybody that we could talk to were great; the people who we couldn't talk to were the problem. So everyone who we worked with was wonderful. Everyone who was making decisions, not so much."
Thankfully for Team Meat, there was a happy ending. The Steam launch went much more smoothly, with PC sales easily outstripping those on Xbox 360. Refenes revealed that the game is now closing in on 400,000 sales across all platforms.
dwebo said:According to this Eurogamer writeup (http://www.eurogamer.net/articles/2011-03-01-meat-boy-dev-attacks-microsoft-support-quick-take), speaking at GDC today, the devs were quite angry at the XBLA support they received.![]()
dwebo said:According to this Eurogamer writeup (http://www.eurogamer.net/articles/2011-03-01-meat-boy-dev-attacks-microsoft-support-quick-take), speaking at GDC today, the devs were quite angry at the XBLA support they received.![]()
It was $3.75 three weeks after release.
SalsaShark said:They went to Sony as well, and they told them to fuck off.
Crunched said:Okay, it was $2.50 a week after release.
360 said:Respectable sales though a shame it underperformed on XBLA. I was under the impression SMB was the surprise indie hit of last year (on the 360) so this is definitely surprising news.
I AM JOHN! said:In other news, I am surprised and saddened that it underperformed on 360. I was just thinking about this today when going back to that thread Rlan made a while back about how well all the XBLA stuff has sold as of the end of 2010 - the console digital download services seem like fucking hellholes compared to Steam and comparable PC services, places where if you're not breaking the bank you're in the toilet (what's up, Fret Nice?).
dwebo said:According to this Eurogamer writeup (http://www.eurogamer.net/articles/2011-03-01-meat-boy-dev-attacks-microsoft-support-quick-take), speaking at GDC today, the devs were quite angry at the XBLA support they received.![]()