Anyone who’s ever indulged in Taco Bell’s endlessly creative menu knows the paradox of enjoying something that’s objectively a bad idea—at least temporarily. My mind, when trying to describe playing Super Meat Boy 3D, immediately jumped to the crunchwrapification of my own gastrointestinal tract. And that analogy feels oddly apt.

The game is about as good an execution of a fundamentally bad idea as you could hope for. The premise is simple: Take the 2010 indie platformer Super Meat Boy, a foundational title from developers Tommy Refenes and Edmund McMillen, and attempt to translate its signature speed and gory precision into three dimensions.

Visuals and Atmosphere: A Faithful 3D Revival

From an aesthetic standpoint, developer Sluggerfly has done an exceptional job of capturing the "Newgrounds cartoon come to life" aesthetic of the original. The game thrusts the titular Meat Boy and his allies into a nightmarish landscape of sawblades, burning acid, and increasingly devious platforming challenges. Backed by relentless heavy metal guitar riffs, the game transported me back to my grad school days—feverishly ignoring coursework to spend hours snarling in frustration with an Xbox 360 controller clenched in my hands.

Gameplay: Fluid Movement and Intuitive Controls

To be clear, Super Meat Boy 3D does not play poorly. Meat Boy moves with a satisfying fluidity, and his lightly updated moveset feels natural and intuitive. His ability to air-dash over large sections of levels is a godsend for anyone with even a passing interest in speedrunning. For the first few hours, I was absolutely hooked, riding a sugar rush of exploding corpses and successful executions through the game’s early chapters.

The Core Problem: The Unresolved Challenge of 3D Platforming

The issue isn’t the game itself but the concept. Super Meat Boy 3D demonstrates exactly how far you can push the idea of a 3D precision platformer—and the answer is: not far enough. Developers have been grappling with the challenge of 3D run-and-jump gameplay since long before Super Mario 64 codified the genre on the Nintendo 64 in 1996. Some efforts have succeeded in mitigating the genre’s limitations, often by giving players ways to cheat death from inevitable falls caused by control and perspective issues. Yet even Nintendo has never consistently delivered 3D platformers that meet the genre’s fundamental requirement: knowing, the moment you initiate a jump, exactly where you’ll land.

This problem was solved decades ago in 2D space. Anyone who’s played Super Mario Bros. knows how gloriously predictable and precise the genre can be. When you send Mario leaping

Source: AV Club