Team Meat explains how the 40MB size limitation on WiiWare titles has led to the cancellation of Super Meat Boy for the platform.
Thanks to the lack of space, if Team Meat released the game today on WiiWare it would have no leaderboards, no Dark World, only six music tracks, and no music during boss fights or cutscenes. Designer, Edmund McMillen, and Programmer, Tommy Refenes, explain their thoughts on canning the WiiWare release.
The team may have some luck releasing on a Wii retail disc now that they have "won some awards."
Thanks to the lack of space, if Team Meat released the game today on WiiWare it would have no leaderboards, no Dark World, only six music tracks, and no music during boss fights or cutscenes. Designer, Edmund McMillen, and Programmer, Tommy Refenes, explain their thoughts on canning the WiiWare release.
"There is no way to avoid the fact that if we released a 40MB version of Super Meat Boy it would be a **** version of the game," McMillen told Joystiq. "It's a lose lose situation, but the fact of the matter is if we release a ****ty 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 ****ty game."
"We knew of the limits early on but overestimated our ability to get Nintendo to raise the file size," McMillen said. "It's lame that there is a 40MB cap on WiiWare games ... but it was our fault for blindly assuming this cap wasn't set in stone, and we are sorry for that."
"We knew of the limits early on but overestimated our ability to get Nintendo to raise the file size," McMillen said. "It's lame that there is a 40MB cap on WiiWare games ... but it was our fault for blindly assuming this cap wasn't set in stone, and we are sorry for that."
The team may have some luck releasing on a Wii retail disc now that they have "won some awards."
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