Characters#
Console Characters#
The graphics for the Xbox 360 only characters are still present in the PC version of the game, but their code is not - hex-editing your save game to forcibly unlock them just gives you a bunch of Meat Boy duplicates. 
Unused Characters#
There are 2 unused characters in the game's files, Burnt Boy and Dumb Meat Boy. They are both missing a .props file and a character ID. Dumb Meat Boy's animation file is unfinished so the game will crash if you try to load him in the game. Burnt Boy can be loaded into the game. He leaves a trail of fire behind that disappears like meat effect you see when you run. 
April Fools 2011#
During April 1st of 2011 Meat Boy would be replaced by Potato Boy as a tie-in to a Portal 2 ARG that various Steam games were involved in. This only affected the game for that day, and reverted back to normal once it was over. This character since can only be played in a custom level on Super Meat World, or by using the bandage duplication glitch to make him appear on the character select screen.
Brownie#
You can play as Brownie by inputting RB RB RB B B B X on the character select screen. This can only be done with a controller when on PC.
WiiWare Characters#
Inside of the files, leftovers of the wiiware version have been found this being Meat Boy, Retro Meat Boy and Commander Video. Their "AM" files are broken and when loaded they crash the game. Commander Video also lacks of the "ITX" and "AM" files so he cannot be loaded into the game. Here is a comparison between the wiiware and final designs
Retail/Realese |
WiiWare |
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Commander Video#
On the files there's an unused .tp file for commander video, his body has lighting instead of being a solid color. It's unknown if its earlier or newer than the wiiware one
Unused Stages#
Found within the game's gamedata.dat are the game's files, and some unused stages made for testing. Here is the list of files that are unused in the game (not counting leftovers from Teh Internet's stages on the Xbox 360 version) found in the directory "/data/levels" in the gamedata.dat file. Half of these seem to be tests. All of the minus warp zone copies are identical to the finals, except instead of using the glitch tileset, uses the retro one.
Level name |
Image |
Description |
1-62.smbl |
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Its 1-7 with different paralax but the name implies that in the past this level was 1-6 at some point i think becuse it was a revision and edmund just slapped a big 2 after the old name whitch was |the old level placemet |
1-62x.smbl |
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1-7x with a red overlay and white fog |
1-82.smbl |
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1-10 but the paralax is red also again the name implies that the level was 1-8 at some point also some version of these files use tiles that were the breakable block at one point but were deleted |
1-82x.smbl |
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i cant see any change beyond that there was no bandage |
1-112.smbl |
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1-14 but the paralax is a lot darker and agian its was supposed to be 1-11 |
1-112x.smbl |
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the paralax is a little bit darker |
1-122.smbl |
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1-16 but the paralax is turquoise for some reason and again its was suppoused to be 1-12 |
1-122x.smbl |
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zero difference only thing notable the miss placed block |
1-132.smbl |
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1-18 bit there is less light and it is a lot more green |
1-132x.smbl |
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i dont see any changes |
2-7back.smbl |
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2-7 without background or enemies |
animaltest.smbl |
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a room with one maggot one, burnt boy and one oob |
assy.smb |
Level consists of a little room with a key floating in the middle. If Meat Boy touches the key, he will be killed immediately. It is possible that "fake keys" which killed the player on contact were planned to be in the game. |
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boss6test.smbl |
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Unchanged dr fetus light world boss level layout but it seems this level was used to test the saws that move becuse at end of the level is a bandage girl to end the level. |
boss32.smbl |
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Early design of the Brownie boss level. Salt flows from right to the left instead of a heap of salt slowly rising from the ground. However, the salt wave only goes to the left, once it hits the wall, it will disappear and respawn on the start point again. Interestingly, the boss's intro cutscenes still has the salt flowing the way it does in this early design. The level contains a few graphical errors, and is not completable due to the salt's hitbox extending all the way up. |
boss52.smbl |
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An alternative level for the Larries Lament boss only change that can be seen is that a few saws are missing |
boss62fix.smbl |
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A copy of the level boss62.smbl there are small changes interestingly this file is not used but boss62 is |
- boss62xfix.smbl
- bosstest1.smbl
- bossx.smbl
Early design of Lil' Slugger's boss level. Unlike in the final version, the forest in this level looks like it is actually on fire. Fire was removed from the final version, possibly due to performance issues on older hardware. The layout of this level seems to indicate that it was for the original version of Lil' Slugger, which had spider legs.
- demon.smbl
Very early design of Little Horn's boss level. It consists only of a few lines and boss object "8". Curiously, the boss object is rotated by 45 degrees, though the rotation of boss objects doesn't seem to have any effect on bosses.
- fantest.smbl
- halftest.smbl
- rtest1.smbl
- secret1.smbl
- test2.smbl
- testr.smbl
- testr2.smbl
- testyr.smbl
Duplicate Bandage Girls#
In the 17th level of The Forest named "Morningstar", another bandage girl can be found within the ground that the stationary saw blade to the right. This can be reached legitimately with Mr. Minecraft, or by use of a glitch to clip through walls.
At the third warp zone level found adjacent to level 7 in The Salt Mines is a duplicate bandage girl found by jumping from the middle of the lower ledge where the bandage is and going off screen.
Duplicate Bandages#
In Hell on level 19x two bandages can be found under the breakable ground to the left of the level.
Invisible Level Geometry#
The first level of Salt Factory known as "Pit Stop" has a pile of salt above the end section be slightly past the tiles, touching this right corner will kill you.
Salt Factory's Kontra warp on the 2nd level has an invisible section on the left pillar.
In the hidden glitched level found in Hell, touching the solid tile found under the lava pool just above you will kill you.
The dark world version of level 8x within Cotton Alley has some invisible solid tiles just off-screen at the top which covers most of that area except for a few gaps present on the edges of the structure.
The beginning and ending pillars on level 16 of Cotton Alley known as "Hopscotch" has some invisible collision that can be slid on like a wall if you jump at the right angle.
Unused Sounds#
Some unused sounds found in the file "gameaudio.dat".
Bandaid Girl AngryScream#
This could have been used for the intro after Bandage Girl gets kidnapped.
Book Page Turn 12#
Castle Port Cullis#
DEATH RATTLE#
Hell Scream#
Intro Audio#
This was the original intro, it uses Kaada's Care for it's music. It is located in the audio folder with the rest of the game's music.
Flywrench Typing No Beep#
Female Scream Lower#
Glass Break 01#
This sound effect is known to have been used in previous games from Edmund such as Grey Matter, and the un-released Hitlers Must Die.
Underwater Fart#
Woooo#
Unused Textures#
In the pc folder there is a folder called HUD, that is where all of the art that shows when you unlock a character or chapter is located in. There are 3 pictures that seem to go unused in the game, dwunlocked, warpunlocked, and wogunlocked.
The early CH1: THE FOREST intro is still left over in the game's files. It's called sf2intro, probably because the intro is a reference to Street Fighter II's intro. The intro can't be loaded in the game since its animation file is incomplete and will crash the game. It is located at pc/Intro.

Unused Menus#
Also in the pc_low and pc_med folder there are files for an debug world. the interesting thing is that the high detail version was deleted but not the medium and low detail.
Light World |
Dark World |
|---|---|
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Note that the Dark world is unchanged and it is from the wii ware era and are technically is the first time we saw a dark world of old menus
Unused Text#
The file charmenu.cfg has remnants of the character select menu text from prerelease builds of the game. Four character descriptions are all that remains in the game files.
char
{
name="Meat Boy";
pros="very fast";
cons="made of meat";
idx = 0;
}
char
{
name="Commander Video";
pros="can float";
cons="4 bit";
idx = 11;
}
char
{
name="FlyWrench";
pros="Triple Jump";
cons="He's heavy";
idx = 16;
}
char
{
name="Ogmo";
pros="Double Jump";
cons="RIPOFF!!";
idx=24;
}
Uncompiled Source Code#
There are 3 uncompiled flash files in gamedata_files\pc\LevelPalettes:
- gbobjects.tpf
- hellobstacles.tpf
- obstacles.tpf
Developer Mode#
There are some debug tools left in the game, including an unfinished, buggy version of the level editor. Add -devmode to the game's command line parameters. Press F1 to enter the editor, and press it again to exit the editor. F3, F4 etc. open some other editors.
Note: don't use new level, the palette thing is bugged. Instead, when starting the game, add the command-line: -palette palettefile.lp
Replace "palettefile.lp" with one of the following:
- 4bit1.lp
- end.lp
- factory.lp
- forest.lp
- gb.lp
- glitch.lp
- hell.lp
- hospital.lp
- rapture.lp
- retro1.lp
It'll start you with that palette.
Editor Key Binds#
- Mouse 1 - Place whatever.
- Mouse 2 - Clear whatever.
- Mouse Wheel - Change whatever.
- WASD - Move view.
- Q+E - Zoom out/in.
- Z - Change to 'set piece mode'.
- X - Change to 'parallax mode'.
- C - Change to 'camera mode'.
- N - Change to 'animal mode'.
- L - Change to 'lighting mode'.
- Y - Change to 'animated piece mode'.
- T - Change to 'tile mode'.
- B - Set player spawn point to where mouse is.
Character Select#
Add -char # to your command line (only works in devmode), replacing "#" with one of the following:
- 2 = 8-Bit Meat Boy
- 3 = 4-Color Meat Boy
- 4 = 4-Bit Meat Boy
- 5 = Dr. Fetus
- 6 = Brownie
- 7 = Bandage Girl
- 8 = Meat Ninja
- 11 = Naija
- 12 = Commander Video
- 13 = Runman
- 14 = Goo Ball
- 15 = Mr. Minecraft (Steve)
- 17 = Flywrench
- 19 = Jill
- 20 = Captain Viridian
- 22 = Machinarium
- 23 = The Kid
- 24 = Headcrab
- 25 = Ogmo
- 27 = Ending Meat Boy
- 28 = Alien Hominid
- 29 = Auto-Running Meat Boy
- 30 = Tim
- Anything else = Default Meat Boy
Note that Dr. Fetus is selectable in this mode, which is normally impossible. Pressing the Special button makes him shoot rockets. Also note that Alien Hominid, and Tim are here which normally can't be selected in the editor without this command.
Boss Select#
Add -boss # to your command line to activate boss in devmode.
- 0 = Lil' Slugger
- 1 = C.H.A.D.
- 2 = Brownie
- 3 = Little Horn
- 4 = Larries Lament
- 5 = Dr. Fetus
Please note that some bosses crash the game if some boss objects (white squares with a number) are not already present in the level while loading it. Some bosses also crash the game after finishing them in devmode.
Revisional Differences#
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To do:
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Credits#
Due to the game's original composer causing licensing issues, later versions of the game after 2015 and all new ports of the game replaces the game's soundtrack with new music from another composer. Although this can be changed back to the original soundtrack on the PC versions, with the Xbox 360 release being un-effected. This also caused his graphic seen on the credits to be removed in later versions of the PC release.
Rapture Dark World theme#
The track that plays in the Rapture Dark World "It Ends with a Whimper" was completely replaced with "Dr. Fetus' Castle" in the PC release. Oddly enough, "Dr. Fetus' Castle" was used in the (Xbox 360) July 14, 2010 Prototype, before being replaced with "It Ends with a Whimper" in the retail Xbox 360 release.
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Retail (Xbox 360) |
Retail (PC) |
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Internet#
On the Xbox 360 and PC versions in a later update, a new world to the left of the world select map has been added which lets you play custom world and levels the community made on the PC version's level editor. This new world on the PC versions is known as "Super Meat World" or "Forever Alone" which has a red theme on the world select screen, with it being named "Teh Internets" and having a green theme on the Xbox 360 version. The PS4 port and onwards completely omit the Super Meat World entirely.
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PC |
Xbox 360 |
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Characters#
While originally called Mr. Minecraft, later on the name would be changed to Steve since when the game first came out Steve had no name.
References#
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The Meat Boy series | |
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Adobe Flash |
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Xbox 360 |
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Windows |
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Xbox One, PlayStation 4, Nintendo Switch |
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See also | |

















