Meat Boy replaces Diogenes. No pot, no hammer: just Super Meat Boy platforming up Getting Over It's original mountain.
SMB-style controls: momentum running and sprinting, variable-height jump (hold for higher), wall-slide and wall-jump (also off steep rock up to 50° from vertical), plus lenient coyote time, jump buffering and ground snapping on downhill runs.
All of Meat Boy's real animations, rebuilt from SMB's own layered animation file at 30 fps: idle variants, idles on slopes, walk, run, sprint, turn, run-turn, jump, apex, fall-start, fall, fast fall, land, wall-slide and wall-jump, with smooth transitions.
Splatoon-style meat paint: a continuous red stripe under his feet as he runs, big splashes on landing (bigger the harder he lands) and wide stripes down walls he slides on. It wraps over the rock and stays for a minute.
SMB blood poofs, gibs and Meat Boy's own jump, landing, footstep and wall-impact sounds.
Sprites, animations and sounds are read at runtime from your own Super Meat Boy install. Nothing from either game is shipped.
The base GOI mountain, with one small tweak: the crane's hanging container is raised 0.43 m so Meat Boy fits under it.
Bennett Foddy's narration, the music and the ending are unchanged.
Solo (single player).
Controls
A/D or Left/Right to run · Shift or X to sprint · Space, W, Up or Z to jump (hold for higher) · jump against a wall to wall-jump · gamepad stick and A button work too.
Requirements
Getting Over It with Bennett Foddy and Super Meat Boy (Steam, PC). Melty fills in the Super Meat Boy folder (MEATOVERIT_SMB_DIR). Without it the mod looks in your Steam libraries.
How it's built
A BepInEx 5 plugin for Getting Over It (Unity 2020.3, Mono) with Harmony hooks. Each hook is a row in sheets/hooks.json.
The design lives in sheets/*.json: systems, hooks, assets, animations, effects, physics (each value with its source), map_tweaks and checks. tools/gen.py checks every sheet, then writes src/Generated.cs.
Super Meat Boy's .am animation format (decoded for this mod) is a set of symbols. Each symbol has layers of frames, and each frame is a list of atlas parts or nested symbols with a 2D affine transform and a colour multiplier. The plugin composes them into sprites at load.
Credits
Made by Wahbit / MIT licence (LICENSE). Remixes allowed.
BepInEx 5.4.23.5 by the BepInEx team, bundled unmodified under the MIT licence (BepInEx/LICENSE-BepInEx.txt). It includes HarmonyX, MonoMod and Mono.Cecil (MIT).
The SMB archive format follows Hans Nielsen's smbextractor.