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Map Requests / Re: Mega Man Maps
« Last post by JonLeung on May 25, 2024, 11:04:33 am »
Another bit of news... two more Mega Man: Battle Network games, for Japanese mobile phones, thought to be lost to time, were found and restored by SciLab Secrets in late 2023.  These are Mega Man: Phantom Of The Network and Mega Man: Legend Of The Network.


As of today, you can get localization patches to enjoy them in English!

I guess this is another two 2D Mega Man Battle Network games that are technically mappable.
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Map Requests / Re: Mega Man Maps
« Last post by JonLeung on May 25, 2024, 10:10:43 am »

I finished Super Adventure Rockman earlier this week!

If someone is interested in "mapping" this game by using a flowchart style, which I truly believe should be possible, I have a bunch of BizHawk save states for many of the junction points in the game, as well as before/after every fight that I could share with you.

The game needs more love - even if Keiji Inafune himself has disowned it.  There's only one guide for this game on GameFAQs, so I think it would be neat to see it all visually represented in a flowchart, like rdbaaa's "map" of Panic! on the Sega CD.

The thing that would make it easier than Panic! is that Super Adventure Rockman is actually VERY linear.  When presented with a different path, they usually end up on the same route soon after, so it's more like the choices usually just change whether Mega Man takes damage or finds E-tanks or database cards.

So, potential mappers, let me know if you'd like my BizHawk save states if that would make it easier!
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Map Requests / Re: Mega Man Maps
« Last post by Cyartog959 on May 18, 2024, 10:55:45 pm »
I would like to bring this up, for Mega May Month.

I've seen so many Mega Man maps, but nobody's yet put up maps for Mega Man 11. I have no idea how long that game's maps are, by far.

If anyone's up to it, please chart out maps of Mega Man 11.
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Map Requests / Re: Maps to Cover...
« Last post by Cyartog959 on May 18, 2024, 07:48:50 pm »
OK, I've got more games up for later coverage...

The purpose of my lists in my post here, if anyone asks, it is for people to acknowledge those games more, regardless of obscurity, which is what we really need to reduce a lot more, and address whatever curiosities about their maps' length and size. Even I am still curious about them today.

That being said, here they are!

21 - Casper: Friends Around the World (2000, PS1), Dev: Realtime Associates (seriously, that game's not even on Wikipedia.)
22 - Shantae: Risky's Revenge (2010, DS/DSi) Dev: WayForward
23 - Mighty Switch Force (2012, 3DS) Dev: Wayforward
24 - Shantae and the Pirate's Curse (2014, 3DS)  Dev: WayForward
25 - Gravity Circuit (2023, Multi-Platform, PC) Dev: Domesticated Ant Games
26 - Ed Edd n' Eddy: The Mis Ed-Ventures (2005, Console Version, GameCube, PS2, Xbox) Dev: Midway
27 - The Fairly OddParents: Enter the Cleft (2002, GBA) Dev: Altron
28 - Hey Arnold: The Movie Game (2002, GBA) Dev: Altron
29 - SpongeBob SquarePants: SuperSponge (2001, PS1, GBA) Dev: Climax Group
30 - Shantae and the Seven Sirens (2020, Multi-Platform, PC) Dev: WayForward
31 - Ed Edd n' Eddy: Scam of the Century (2007, DS) Dev: Art Co. Ltd
32 - Tom & Jerry in House Trap (2000, PS1) Dev: Warthog Games
33 - Blazing Chrome (2019, Multi-Platform, PC) Dev: Joymasher (I've seen maps on a Steam Guide, but, not on the VGMaps Atlas yet)
34 - The Lion King 1 1/2 (2003, GBA) Dev: Vicarious Visions
35 - Spectacular Sparky (2021, Multi-Platform, PC) Dev: FreakZone Games
36 - Blaster Master Zero 3 (2021, Multi-Platform, PC) Dev: Inti Creates, SunSoft (I've seen BMZ1 & 2's map guides, but not the full level maps yet. Hope they get covered soon.)
37 - Azure Striker Gunvolt (2014, 3DS) Dev: Inti Creates
38 - Azure Striker Gunvolt 2 (2016, 3DS) Dev: Inti Creates
39 - Gunvolt Chronicles Luminous Avenger iX (2019, Multi-Platform, PC) Dev: Inti Creates
40 - Bloodstained: Curse of the Moon (2018, Multi-Platform, PC) Dev: Inti Creates
41 - Spot Goes to Hollywood (1995/6, Genesis, PS1, Saturn) Dev: Eurocom (Genesis Version), Burst Studios (PS1 & Saturn Version)
42 - Bomberman Generation (2002, GameCube) Dev: Game Arts
43 - Bomberman Hero (1998, N64) Dev: A.I Co., Ltd
44 - Yoshi's Story (1997, N64) Dev: Nintendo EAD
45 - Azure Striker Gunvolt 3 (Multi-Platform, PC) Dev: Inti Creates
46 - Freedom Planet 2 (2022, Multi-Platform, PC) Dev: GalaxyTrail (Seen maps, but they're all zoomed out, and split up into several pieces/images. I really don't like that. Need to see them all in full and pixel perfect.)
47 - Oniken (2012, Multi-Platform, PC) Dev: Joymasher
48 - Gunvolt Chronicles Luminous Avenger iX 2 (2022, Multi-Platform, PC) Dev: Inti Creates
49 - Johnny Test (DS, 2011) Dev: Sarbakan
50 - Monsters, Inc. Scream Team/Scare Island (2001, PS1, PS2, PC) Dev: Artificial Mind and Movement

More to be brought up later.
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VGMaps Social Board / Re: YouTube channel! (JonLeung1)
« Last post by JonLeung on May 18, 2024, 10:21:20 am »

My brother and I finally got around to opening the Zelda and Kirby Otakudama mystery bags that we got at the last Edmonton Expo several months ago. $45 (Canadian) each! Do you think what we got was worth it?

I hope this video does well.  I think it's a lot easier to "get", and I've seen in the past that people are really interested in what's in bags/boxes like these that they sell at expos/conventions.

Strangely, I couldn't find anything online about this "Otakudama" brand that's seen on these bags, so hopefully just by me mentioning "Otakudama", people will see this video if they do a Google search for it!
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Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« Last post by YelseyKing on May 16, 2024, 01:49:12 am »
Oh yeah, now that you mention it, I guess there are some other smaller maps you didn't do as well. (Like Tears' Point, the Sorceress Memorial, and the Lunatic Pandora Lab, for instance.) I guess just figured you were sticking to larger areas, and the Centra Excavation Site was the only one of size I noticed was missing. As for the Triple Triad map... that'd be neat. It's always kind of a pain trying to remember who has what rare card, so a handy map would certainly help.

Also, I love the Wild Arms 2 world map. I never realized just how *weird* that game's world looked. That is some very... interesting... geography. :P
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Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« Last post by VGCartography on May 15, 2024, 04:27:39 pm »
Thanks YelseyKing. I didn't do most of the Laguna alternates yet (or the red Esthar during siege) because honestly I got a bit burnt out on FF8 and it took me a long time to finish these so I didn't have the heart to do the doubles yet. At some point I'll go back and do those and the Chocobo forests as well. I also thought about some kind of Triple Triad-themed map? Maybe the Queen or important unique cards? But I'm not sure quite what that would look like yet.

FF9 I plan to finish up early summer.
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Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« Last post by YelseyKing on May 15, 2024, 02:26:46 am »
I gotta say, I am *really* impressed with your PS1 maps. It's especially awesome to see someone finally tackling FF8 and 9, and your maps are very thorough and well-made. I'm curious, though, as to why the Centra Excavation Site, from the first Laguna scenario, wasn't included... I always thought that area looked really neat, and there's a lot of little things to do there in preparation for later in the game that'd be nice to have marked on a map. (And if that was included in another map and I just missed it, I apologize in advance. :P)

Beyond that, great job. I appreciate how you even separately mapped out areas that change, such as Balamb Garden, Dollet, and Winhill; very nice touch. Looking forward to seeing the rest of FF9; that's one of my favorite games ever!
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Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« Last post by Cyartog959 on May 13, 2024, 11:22:01 pm »
A good job you're doing posting maps to the atlas! I like how you were posting every single secret you have found in those games! If you're going for Crash Bandicoot maps,  by all means. There's a lot more to cover.

I'd suggest Crash 1 first, then up to about Crash 3.

There's all the 5 secret courses hidden in Mario Sunshine. Those were all amazing, and challenging.

Oh! I think you missed the Observatory in 2F, from Luigi's Mansion, complete with a very cool cosmic path there. That room's not connected to the Astral Hall.

And, of course, all the boss arenas from facing all the main ghost bosses, Chauncey, Bogmire, Boolossus, even King Boo and his Bowser illusion. I think some updating is required.

Why, I know a few more games to cover, if you're up to making time for your schedule for them, that is.

- Super Magnetic Neo
- MDK 1
- MDK 2
- Fairly OddParents: Breakin' Da Rules(Console Version, GC, PS2, Xbox)
- Fairly OddParents: Shadow Showdown (Kinda curious how bigger and longer those levels are from the previous game)
- Frogger: He's Back! (PS1, PC)
- Frogger 2: Swampy's Revenge
- Frogger Beyond
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Map Gab / Re: Hand-Drawn Game Guides by Phil Summers (NES)
« Last post by TerraEsperZ on May 13, 2024, 08:55:38 pm »
I too remember that discussion because I was a subscriber to Phil Summers' Patreon for about a year during which he released six issues of his Hand-Drawn Gaming series before closing his page down: Castlevania, Gimmick!, Double Dragon 2, Mega Man, Teenage Mutant Ninja Turtles and Bionic Commando.

The artwork was as good as the free guides but they were smaller at eight pages each and usually only featured partial maps or simple tips. I can't complain because the artwork was very good, reminding me a bit of Katsuya Terada's artwork for Nintendo Power's three parts Secret of Mana guide in issues 62, 63 and 64 way back in 1994.

If he's working on an actual book, I'm curious to see what it's going to be about!

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