Besides running and jumping, Meat Boy (or whatever other unlockable character you’re using) can also punch and dive/crouch, each of which have specific uses and are important to master. This seriously limits the player’s control and forces them to think around many of the problems they’ll face, quickly becoming formidable when combined with the many varied level mechanics. It also means the player can’t change direction unless they jump against something and basically push off the opposite way, leaving little room for mistakes around vertical climbing and wall running. If you’re not familiar with the concept, an auto-runner is a game where the character the player controls never stops moving forward, unless blocked by an obstacle. And I guarantee you won’t be disappointed. If you like demanding platforming, and I’d even go so far as to say puzzle solving for some of the more complex areas, give this one a shot. Each of the five main worlds (and special sixth) incorporate totally fresh ideas and continue to build on them over their six-level spans, then further still over their dark world versions, that are infinitely more difficult. And whilst it isn’t SMB2, it does push players to the absolute extreme of platforming execution and timing just like the original did just over a decade ago. Yes, it is an auto-runner, in the vein of Super Mario Run and so on, but it is the absolute pinnacle of that genre in terms of challenge, style, and mechanics innovations. I’m already tired of seeing the constant flimsy criticisms surrounding it because “it’s an auto-runner” and “it’s not Super Meat Boy 2”, which is not at all a fair evaluation of the game on its own merits. Super Meat Boy Forever is brilliant at what it does.
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