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#1
Map Requests / Re: JonLeung's Requests
Last post by JonLeung - May 12, 2026, 09:06:01 PM
It's been said that you can put Doom on anything... well, now we've (finally) got Doom on VGMaps.com!

GamesComputersPlay created Wad2Pic, which created the maps for Doom!
This also includes the fourth episode from The Ultimate Doom, and though it wasn't specifically requested, we've also got maps for Doom II as well!

And thanks for VGCartography for directing me to these maps.  Yes, I got GamesComputersPlay's blessing on these Doom maps.  If you could really say that anything related to Doom could be blessed...

What's there to say about Doom?  Everyone knows it. Quite the monumental game. Before FPSes (first-person shooters) were commonly known as such, the term "Doom-like" was used to describe these... first-person shooters.  It hasn't stuck around like "Roguelike", but it certainly was a thing.  How many other games can achieve genre-naming status?  (I suppose Metroid and Castlevania have...)

Along with yesterday's ET, we've now got the most lower-right and the most upper-right of my 24th anniversary requests image knocked out already!  Wow!  Will the other corners be next?
#2
Map Requests / Re: JonLeung's Requests
Last post by Cyartog959 - May 11, 2026, 09:19:19 PM
Quote from: JonLeung on May 11, 2026, 04:01:01 PMCall today's update "From Zero (Wing) To H.E.R.O."...
Or, "Lots Of Periods"...

zagato blackfist has taken on four of my requests: E.T. and H.E.R.O. for the Atari 2600, Mario Bros. (Classic Serie) (E) for the NES, and Zero Wing (E) for the Genesis (technically, Mega Drive).  What a haul!  (Sorry that I didn't get these up yesterday...)

E.T. is infamous for being one of the worst games ever, often cited as THE example of the low-quality games that led to the video game crash of the early '80s. So I figure its infamy means that we should have maps of it!  :P

H.E.R.O., also just capital letters and periods, is one of the better games on the Atari 2600, nice to have it here at the same time, to balance it out, ha!

Mario Bros. (Classic Serie) is a European (perhaps even just German) rerelease, with graphics that resemble the arcade version better.  Makes you wonder why they just didn't do that in the first place... anyway, there's more confidence that we've got all of Mario on the NES now... right? About time... (but to be fair, despite Mario's name, this is a little obscure.)

Zero Wing (E) is infamous for being the impetus of the "All Your Base Are Belong To Us" meme, so it's super surprising (to me) that we haven't gotten it mapped yet.  When I requested it, I insisted that the intro cutscene be included, which zagato obliged, by splitting it up over the eight stage maps.

Thanks, zagato!
Nice of you to have quickly knocked out one of the 24 requests that I mentioned the day after VGMaps.com's 24th birthday!

Well, that's quite a surprise.

One of Atari's infamous games that helped spearhead the Game Crash of 1983, and zagato is the one that really maps it! I'm amazed it was already done. Maybe it'll be much easier for E.T. to go home in that game now.

Heh... Aside from throwing one in, I also see Zero Wing has been mapped. It is rather a bit funny that game churned those humorously improper grammar and apostrophe placements via bad translations, including that line, "All Your Base Are Belong To Us".

Little info about Zero Wing quoting; in Spider-Man 2, the 2004 game, one of my best favorites, the super-villain, Mysterio, quoted a line from Zero Wing, "You have no chance to survive! Make your time!" after all endangered citizens, including the few hanging in time, and destroying his alien robots in the auditorium.

A bit inline with said quoting, and from TV, even an animated show, but, from a Ben 10 2016 Reboot episode(yeah, not many of you have seen nor heard it, but thought you should know), "Buktu the Future", Phil Jr., a one-time villain that is a sentient program system gone haywire, thanks to Tim Buktu, a fame-seeking louse, finding and misusing an experimental top-secret government project hidden in Area 55, a suit that commences time-travel by a very short amount of a second, and being integrated with it, quoted lines from Zero Wing, from when it was using Tim to fight Ben Tennyson, and spoke more improper sentencing as it was being internally diminished by Phil Billings(the 2016 Reboot self), its creator, using its secret backdoor terminal to cut off the defense protocols, remove the suit from Tim, and send it to his backup drive to stop it from commencing its self-driven plans to decimate humanity at any capacity.

Guess that game's infamous, yet humorous, improper grammar isn't limited to games alone.

Other than that, I'm hopeful the other games form your group will be covered before VGMaps becomes 25 years young.
#3
Map Requests / Re: JonLeung's Requests
Last post by JonLeung - May 11, 2026, 04:01:01 PM
Call today's update "From Zero (Wing) To H.E.R.O."...
Or, "Lots Of Periods"...

zagato blackfist has taken on four of my requests: E.T. and H.E.R.O. for the Atari 2600, Mario Bros. (Classic Serie) (E) for the NES, and Zero Wing (E) for the Genesis (technically, Mega Drive).  What a haul!  (Sorry that I didn't get these up yesterday...)

E.T. is infamous for being one of the worst games ever, often cited as THE example of the low-quality games that led to the video game crash of the early '80s. So I figure its infamy means that we should have maps of it!  :P

H.E.R.O., also just capital letters and periods, is one of the better games on the Atari 2600, nice to have it here at the same time, to balance it out, ha!

Mario Bros. (Classic Serie) is a European (perhaps even just German) rerelease, with graphics that resemble the arcade version better.  Makes you wonder why they just didn't do that in the first place... anyway, there's more confidence that we've got all of Mario on the NES now... right? About time... (but to be fair, despite Mario's name, this is a little obscure.)

Zero Wing (E) is infamous for being the impetus of the "All Your Base Are Belong To Us" meme, so it's super surprising (to me) that we haven't gotten it mapped yet.  When I requested it, I insisted that the intro cutscene be included, which zagato obliged, by splitting it up over the eight stage maps.

Thanks, zagato!
Nice of you to have quickly knocked out one of the 24 requests that I mentioned the day after VGMaps.com's 24th birthday!
#4
VGMaps Social Board / Hatch Game Engine and Framewor...
Last post by Cyartog959 - May 11, 2026, 08:46:01 AM
OK, I guess I may as well provide context about using the Hatch Game Engine, to those wanting to grasp its capabilities, be it anyone new or haven't been using it in a while.

First, the build system is needed after downloading the source code, and it is major. You need to use CMake or Visual Studio, preferably VS Code, with knowledge of C++ needed for use. You can download CMake for Windows to start for those who have it.

Once done, know the importance of dependency management, which needs vcpkg for CMake to find such dependencies.

After that, open your project in Visual Studio using the CmakeLists.txt file, but NOT the VisualC/HatchGameEngine.sln file. It won't work at all if you do the latter.

Once Visual Studio loads, it should "Configure" the project, but the dependencies aren't there; they need to be created and/or implemented into it.

Then, you can download SDL2, the dependency necessary for it. First, open up Powershell Terminal or Command Prompt in Visual Studio, and to into the terminal and type vcpkg install sdl2 to install SDL2 so CMake can detect the dependencies.

That should get anyone going for building game projects on it.

And now, to the steps and programs and tools needed to create a framework within Hatch Game Engine, be it from and based on Sonic games, the first Freedom Planet game, or even Spark the Electric Jester, or even custom ones harnessing familiar mechanics, such as seamless stage to stage map seguing in the likes of Sonic the Hedgehog 3 and more.

What's necessary is the code editor, such as Visual Studio Code, for writing engine scripts.

For sprite editing and creating, Aseprite is the good way to go.

Level editing, Tiled Map Editor. Highly a great choice. Support towards its .tsx tileset and .tmx map formats are needed, too.

Audio editing, Audacity for editing WAV(frequency, 44100Hz, 16-bit) and OGG files.

Then, the Hatch Repository Tools, the Tools folder provided in the engine's source code.

To create a new framework the steps are needed to follow...

1. Setting up your own development environment. Clone the downloaded Hatch repository and set up a C++ development environment to compile the engine and your framework.

2. Analyze existing frameworks. Examine frameworks already built for Hatch, such as OpenMania(used and adjusted for Sonic Galactic), or Gateway Sonic(not yet released publicly) to understand structure.

3. Define core systems. There's a multi-step procedure to it.

  1 - Object Hierarchy. Establish how objects(such as the player, rings, crystals, enemies, bosses) are spawned and managed.
  2 - Input Management. Define inputs in the framework that corresponds to Hatch's input systems.
  3 - Graphics and Palettes. Set up how 2D sprites are indexed, animated, and rendered.
  4 - Audio Control. Differentiate between music (OGG) and sound effects (WAV)

4. Creating custom objects/scripts. Program unique gameplay elements(such as new physics, stage gimmicks, and so on) in C++. The imagination behind them is up to you.

5. Develop level loading. Configure Tiled to load maps into the Hatch Game Engine by using tools from the tools directory.

6. Test and refine. Use the engine to test the movement, collision, and object interaction, iterating on the framework until the behavior's accurate and consistent with the desired game style.

Well, that's all anyone needs to know or remember about using Hatch Game Engine. And, being open source, its very flexible for integration in its repository.

Allow me to show you a few demo YouTube videos that feature the Hatch Game Engine.

OpenMania Framework and Hatch Engine Demonstration -

Sonic CDX Test Video -

Sonic Megamix Mania Hatch Engine Test -

Hope you find it very useful.
#5
Gaming / Star Fox 64 Remake... AGAIN.
Last post by Cyartog959 - May 09, 2026, 11:20:03 PM
I already know so many played and enjoyed Star Fox 64, the 3DS remake, but Star Fox Zero gave another retelling of the same story again, and what really gave me ire is this...

ANOTHER Star Fox 64 Remake. :(  No direct continuations of any Star Fox game; not to Assault, not to Star Fox Zero, not even Star Fox 2. No. Just Star Fox 64, remade again, and again, and again.

The newest Star Fox game from Nintendo is, what else another remake to Star Fox 64; another reliving of the same old story, Andross seeks conquest of the Lylat System, General Pepper calls Star Fox to stop Andross, defeat his forces, destroy the heart of his operations, save the Lylat System, all the same.

As an individual, and a gamer who actually enjoys sequels a lot more than remakes, I have to say this, I am completely sick and tired of Nintendo redoing that one same game from the Nintendo 64, which was a redoing of the SNES original, over and over and OVER again! I truly think in my perspective, I'm beginning to question the direction Shigeru Miyamoto and the staff at Nintendo's putting through the Star Fox series right now.

It leads me to think they've got no actual fresh ideas for any future Star Fox game, that is to say actually continuing the story without redoing the same game again; no ideas for new main villains, no new different solar systems and planets, no new original bosses, no new rivals, nothing. All they can do with their genius is this, "Remake Star Fox 64 again, get people to play Star Fox more with this! Pure genius!". I feel its already gotten too old as rotten, curdled milk, doused with aged mildew to sour the appetites and taste a lot.

They think and believe its going to make the Switch's successor sell more, but anyone with actual intelligence(in gaming, that is) that has had enough of remakes of one same game needs to see that they're trying the same old blueprint, and understand that doing it again is not going to work anymore. All that'll do is drive away the audience a lot more rather than attract more.

Not to mention that there's already been too much re-quoting of Star Fox 64's lines, "Do a Barrel Roll!" - Peppy Hare, "I've been waiting for you, Star Fox." - Andross, and, of course, "You've become so strong, Fox." - James McCloud, and more'll keep on repeating said quotes when people act and imitate said quotes even more with that remake they want to play. I feel I've had enough of it already. We really need to, and have to, move forward, and so does Nintendo.

I'm not saying this to deprive anyone from playing the games, even though there's very little, but to actually garner some common sense to see through the old bait and tackle blueprint from Nintendo. I've kept having thoughts on NEW Star Fox games for long, not more remakes of Star Fox 64.

What do you think of what Nintendo's doing with the franchise itself? I think, unless something changes with their plans by actual initiative to move on and forward, never to go back and repeat over and over again, it'll head downward towards less interest in the series for people, and place it into a bleak, directionless future.

And, what will you endure when you actually play the remake on the Switch's successor system? I say to those willing to play, good luck enduring more of the same again. You'll need it.

Don't worry about me, though; just had some frustration I needed to vent out. I know you really love Star Fox, but we need to think and consider about its well-being more.
#6
Map Gab / Re: VGMaps.com now has over 50...
Last post by JonLeung - May 07, 2026, 08:54:13 PM
I don't recall tracking that, so if it was never discussed at the time, then it was never counted.

I still have my folder of when we got to 50,000 maps exactly, so sorting them by "Date Modified", I looked for the 25,000th one, but before I get to that, there's at least a couple problems with that.

(1) The biggest one is that maps are remade now and then.  A mapper might find an error, or even entirely redo a map.  There are a few cases when I do deem a map replaceable with one from another mapper (thankfully that isn't too often, as I hate tough calls).  So any maps made before the 25,000 mark but remade/replaced after we passed it would mean that what looks like the 25,000th is actually a later one, and whatever is the true 25,000th must be an earlier one, but I'd have no idea which, because it's not like I was counting how many times maps have been replaced.

(2) Because I use PNGGauntlet to compress the maps (since they're usually .PNG files), but I sometimes have to run it multiple times to ensure the filesize is as small as it can be, I have a habit of using FMS File Date Changer to change the time to midnight that day when I rerun PNGGauntlet.  The idea is that if the date changes, then it compressed again, but if it hasn't, then it's reached its final size.  This process is so that I don't waste time trying to recompress files that have already been compressed as much as they can be.  Once I'm satisfied that they're all compressed, I change the dates of all of them to midnight again to indicate that their sizes are finalized.  That means all maps submitted and (usually) published within a day all have the same timestamp, and it would have affected both the "Date Modified" and the "Date Created" fields of the file details.

Anyway, like I said, I looked at the 25,000th file in the folder, and we got our 24,997th map on December 21, 2014.  That is, if we are ignoring (1).  So the 25,000th map would be the third one after that, right?

The thing is, I have 447 maps with a timestamp of midnight on December 22, 2014.  That's an insane number of maps for one day.

But when I look into it - and you can see for yourself on the News Archives if you scroll down on the "NEWS" on the front page, if you click on 2014 - there wasn't an update on December 22, 2014.

Looking at the 447 maps again, I notice many of them are by KeyBlade999, and then now I remember being BOMBARDED by a whole slew of his maps.  It happens from time to time when a longtime mapper (perhaps for GameFAQs, or for their own interest) learns of VGMaps, and/or suddenly decides to contribute a whole mass of maps all at once.

Because it was around Christmas, I probably wasn't able to get all of the maps up in one day, and indeed, I see that many of these maps were put up later than Dec. 22, 2014, even going into January 2015.

This actually helps, because I was going to say, the third map out of 447 would be impossible to pinpoint.  But since they weren't all published right away, you'd think it should be easier.

It looks like the third map should be from one of Ax Battler: A Legend Of Golden Axe, Shadow Force, or Amazon: Guardians Of Eden, since those were the first games whose maps were published after Dec. 21, specifically Dec. 26.  Amazon's maps technically have a date of Dec. 21, but 11:59 PM - usually my own indication that I wasn't able to compress it, but that it still was received on Dec. 22 (but then maybe that throws off the count by another four?), Shadow Force's maps have a date of Dec. 24 and Ax Battler's maps have a date of Dec. 26, meaning that they jumped ahead of the queue, maybe because I figured I would tackle KeyBlade999's huge mass of maps later, after getting Richard V. Grant's, Will Mallia's, and George s's maps out of the way first.

I'm usually good about putting maps up the same day, or at least putting them up in the order that I received them, so that brings us to...

(3) Apparently when it MIGHT have been - if we ignore (1) altogether) - I was apparently handling a ton of maps at once, so it was one of the rare times when I couldn't put them up in order of when I received them, and with so many games it would have been totally arbitrary which I would have put up.

All that to say... we really don't know.  Judging by that there would have been a good number of remakes of maps already, I can say it almost surely happened in 2014, but that's about it.

(And yeah, this turned out to take longer to write out than I thought, because I was investigating various things while writing this up...)  :P
#7
Map Gab / Just One Query...
Last post by Cyartog959 - May 07, 2026, 07:21:43 PM
I have but one query that didn't get answered yet, even though we have 50,000 maps in VGMaps thus far...

Which map from what game got labelled as the 25,000th map in VGMaps history?

With all the excitement, I almost let that one slip from my mind.
#8
Map Requests / Re: JonLeung's Requests
Last post by JonLeung - May 07, 2026, 08:40:48 AM
Yesterday was VGMaps.com's 24th birthday.

Less than one year until this web site turns 25 years old; ¼ of a century in existence!

I have tons of requests, but some of the games I have requested are particularly iconic, that it's surprising that after all this time, that they haven't been mapped yet.  Here's hoping that these games in particular will be mapped before that 25-year milestone:


#9
VGMaps Social Board / VGMaps.com is 24 years old tod...
Last post by JonLeung - May 06, 2026, 08:35:39 AM
Time only ever moves forward (as far as we can tell), so while it's not surprising that we'd get here, it's still surprising that it doesn't feel like it's been that long.

A month and a half ago, we got our 50,000th map, and submissions for this past year, especially in the calendar year of 2026 so far, do feel like they're more frequent.  So we're still going strong.

24 years isn't a typical milestone, especially with 25 years (¼ of a century!) coming up in "only" 365 days, but I still felt like recognizing it with a little puzzle of 24 maps.  I was originally going to put the "24 best maps" but then I decided it'd be better to show a variety of platforms, so 16 different platforms with no more than two games on each are shown here.

How many can you identify?

#10
Mapping Tips/Guides / Re: New and better version of ...
Last post by ReyVGM - May 03, 2026, 10:16:18 AM
SuperSNESX now has native Super Game Boy support.