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Topics - Cyartog959

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1
Gaming / Spark the Electirc Jester... Played it?
« on: June 08, 2025, 08:54:33 pm »
Any in the VGMaps community that may need to know, I have come across a rather neat 2D game that has some Kirby, Mega Man X, and Sonic influences, but stands well on its own as an indie game.

It's "Spark the Electric Jester".

It shows the main hero, Spark, setting out to reclaim his job as a rather entertaining jester after being "let go", inadvisably, and stop a robot rampage threatening the world, led by a rather unknown individual, and must plow through swathes of robots to get answers, including a rather obvious look-a-like robot copy of himself(Fake Spark, I call it), and save the world, with some allies Spark may meet on the way.

Its been made by one whole person, who some of you may be familiar with some Sonic the Hedgehog fangames, preferably "Before the Sequel" and "After the Sequel".

I'm talking about LakeFeperd. He made those previous fangames with Clickteam's Multimedia Fusion 2 engine, until he upgraded to Fusion 2.5, paired with a framework, "Sonic Worlds", which was also used by Galaxytrail(not Feperd, mind you) to make Freedom Planet.

It got funded through Kickstarter to help out finish the game, despite no stretch goals being funded, unfortunately. The music was done by composers Feperd picked while he kept working on the game.

I found a few YT videos about it, including playthroughs, and watched some.

Here's one to watch - https://www.youtube.com/watch?v=uEbz95ypPX0

I'm fond of the game, because of its familiar speeds to Sonic, and it harbors plenty of content, including an unlockable, tougher campaign as Fake Spark himself. The game holds a total of 16 Stages, each having at least a mid-boss in most, and a main boss at the end of them.

I've seen how long each stage can be, and later stages can go for more than 5 minutes, especially the later stages that have more than one map. And, speaking of maps, they are LARGE. I mean, QUITE LARGE, as in within, or above, the size range of 20,000s, mostly horizontal. There's even a few stages that go vertically taller, or deeper. I mean WAY tall or deep.

Comparably, their maps' sizes are much more larger than Freedom Planet's, but the map amounts in stages are lesser than the latter.

The few things that kinda bother me in that game are the minor, numerical grammar problems in the dialogue. I mean, just mainly lacking of commas, periods where question marks should've been, etc..(I've been paying attention while watching)

The story did get an overhaul in a patch update(unusually in a game, but, understandable), because its former plot didn't felt consistent and in-line with specific elements in its story.

The more bothersome thing of it all, for me, is that it didn't get a port to a Nintendo console first, before Feperd went to work on its sequels.

In my perspective, any console port after launching a game in PC, if such a choice was made first, should've been a priority before doing another or a sequel. Even more, Feperd went to port sequels to consoles WITHOUT doing the first game. It could've been given a better priority, at least. I could've enjoyed playing it on a Nintendo console.

If anything, Feperd could contact any console porting team to do the work on porting the first game.

Though, should that be made, I would mind a few updates and cosmetic changes to improve the adventure, like additional sound ambiance in stages, grammar corrections, maybe a speed  boost, refined and streamlined defeat sequences to bosses, the timer stopping for doing conversations and resuming after finishing them, resolved inconsistencies with the bosses' health bars' appearances(that should've been lesser for mid-bosses and perhaps more for main bosses), and, OH! I almost forgot...

In a prior Kickstarter demo, the game's second stage, F.M.(Flower Mountain) Canyon, HAD a mid-boss to fight, plainly called Tank SECR-01. A later demo removed it, and I felt disappointed it got removed. It should be reinstated to make it less dragging and more fun.

Here's an image link showcasing that mid-boss itself, as proof, from the game's artbook album - https://i.imgur.com/eAnzSua.png

To add more on it, here's the mid-boss' whole body sprite - https://tcrf.net/images/e/e5/STEJ_tank.png

And, in accordance to its artbook launched for free later, the 10th stage, Luna Base, HAD a boss planned, but for some reason, it got scrapped, leaving that stage to be the only one WITHOUT bosses, even a mid-boss that should've been fought midway.

Luna Bay's Scrapped Boss Pattern Design Doc. - https://i.imgur.com/a9N0OjD.png

Luna Bay's Scrapped Boss 3D model - https://i.imgur.com/mmCEe0K.png

I should say this, Luna Bay needs all-new bosses, or at least, at least have a new mid-boss or two in it, THEN have a new main boss in the end that's more fun to fight and would suit well to use the magma against Spark.

I happen to come across YT vids from SparkleGem that's working on a mod to the first game that may give a few updates and changes, called "Spark the Electric Jester: Recharged".

Now THAT'S sounding like a good name for an updated edition to the game! One that's worthy of a Nintendo console port!

I leave these video links for you to see what I mean.

Spark The Electric Jester: Recharged Mod Trailer - https://www.youtube.com/watch?v=Ex3vLbxv5k8

Spark The Electric Jester: Recharged, Shopalo's Goods Video - https://www.youtube.com/watch?v=dTUK-RKjRNM

Well, overall, aside from it not being mapped yet, Spark the Electric Jester is a fun game to play. If you've not played it, give it a go. You'll enjoy some of the hi-speed action and adventure!

And, of course, if you want, give Feperd a good talk on his Twitter Account, here - https://twitter.com/LakeFeperd

2
Gaming / Mini-Bosses... Favorites?
« on: May 22, 2025, 12:17:20 am »
I don't ever recall such a time before mini-bosses came to the video gaming history, but I think I wasn't around when these weren't yet officially classified into the terminology for bosses as a whole...

I kinda thought someone may remember what point in gaming history mini-bosses were included in games of different kinds, besides platforming, because, well, I don't know what day and time that occurred.

But, other than that, I felt I should ask anyone in the VGMaps community about Mini-Bosses and what their best favorites are.

What I always remember, mini-bosses are fought in the midst of any stage, or in a select stage in a world, or, whichever, and they're ranked below main/major bosses as weaker than them, but still stronger than regular and/or big enemies, especially when they're unique opponents with attack patterns of their own to stand out from enemies... but, their goals to defeat them still remain the same.

For me, in any platforming game that has them, I expected them to be unique and fought in each world or world's stage in its mid-point, or midway in a stage, on the case that more than one are present. My fond of mini-bosses came quickly when I saw Sonic the Hedgehog 3, and felt more should be seen in games since.

Sure, people do have different thoughts and opinions about them, but I have my fondness.

What also stands them more are the many battle themes they have to distinguish them from other bosses, and it helps accentuate them.

And, no, to any thinking, copy-and-pastes of any kind, even resizes, do not count towards that classification as mini-bosses, not without even trying to make changes to make them distinct. Any dev or designer doing so can be shortly described as a "lazy thinker" with no thought, effort, nor originality in their creation, even if they think and believe its for cutting corners in design.

Also, I kinda don't feel how mini-bosses can be brought back as enemy fodder to players that have gotten stronger through their journeys in many games. Kinda takes away brevity and their uniqueness, especially when they're still trying to stand out from them.

Oh, and, in some games, mini-bosses seem to surpass main bosses in their power, health, and attack patterns, and that seems kinda unfair and balance disrupting in different difficulties, regardless of level order. They should be weaker than main bosses, not the other way around. I can remember some games that gave the opposite case.

The one thing I could think outside of gaming is that there should be some encouragement and/or tutorials/crash courses in making mini-bosses to games, with simple steps in making them, their distinctions on making them stand out, etc., etc..

They came in all different kinds of shapes and sizes as main bosses do, such as monsters, robots, rivals, for-hire thugs and mercenaries, and so on, but they all never stood a chance against heroes, and more were still coming.

Of course, in the days of early gaming, if any can remember, many games didn't have any additional boss types because of their size limits, like in NES' time of game carts, for instance. I can understand there's not much storage space to cram them in, even with devs and programmers using clever know-how and trickery under their tight limits, but games grew bigger in size capacity and we we're given much more than plenty of room to create them.

Not that I could remember any, but I think so far, I've not seen any placed in the Internet. I mean, the present tutorials in my spare time seeing them do cover bosses, but the accommodation of other boss types, especially mini-bosses should be included by updating whatever available tutorials so far... or make new ones.

I mean, we've got the tools and programs for designing and implementing them. Only thing to cover is the knowledge in doing it, along with the processes and inspiration sources.

That was quite much to talk about, but that was to give something in the community to talk about from time to time... and to kinda make sure they're not forgotten to most.

Now, for this...

I can remember favorites of mine fought so far... In fact, I've got a list's worth.

1 - Cyclone W, Acid Man's Stage, Mega Man 11
2 - Drap Trappers, Forest Area, Blaster Master Zero
3 - Heavy Gunner, Studiopolis Zone, Sonic Mania
4 - Totemer, Block Man's Stage, Mega Man 11
5 - Unknown Cell-046, Immigration Ship L-229, Blaster Master Zero II
6 - Mosquitus, Doppler Laboratory Stage 2, Mega Man X3
7 - Fire Breath, Angel Island Zone, Sonic the Hedgehog 3
8 - Melon Bread, Dice Palace, Gunstar Heroes
9 - Hinox Brothers, Hinox Mine, Bomb Storage, Legend of Zelda: Tri-Force Heroes
10 - S.A.M.U., Fortune Night, Freedom Planet
11 - Dodongo Snakes, Key Cavern Legend of Zelda: Link's Awakening
12 - Bullet Kahn-I, Mass Driver Facility, Blaster Master Zero III
13 - Red Eye, Death Egg Zone, Sonic & Knuckles
14 - The Absolution, Battle Glacier, Freedom Planet
15 - Super Gondola, Dice Palace, Gunstar Heroes
16 - Rover, Face Shrine, Legend of Zelda: Link's Awakening
17 - Kahn-Forbidden, Forbidden Sector, Blaster Master Zero III
18 - Hey Ho, Mushroom Hill Zone, Sonic & Knuckles
19 - Tricastle, Old Castle, Mega Man 10
20 - Greenfist, Greenhorn Forest, Wario World
21 - Big Icedus, Icecap Zone, Sonic the Hedgehog 3
22 - Giant Buzz Blob, Color Temple, Legend of Zelda: Link's Awakening
23 - Syntax Spider Armor, Thermal Base, Freedom Planet
24 - Photophage, Industrial Area, Blaster Master Zero
25 - Heat Arms, Lava Reef Zone, Sonic & Knuckles

What mini-bosses are your favorites you've fought and defeated so far? You can place your favorites here.

For a little spare time fun activity/challenge to anybody as a bonus of my own, what original mini-bosses could you conceive in what game and game series of your choosing? Try a simple timelapse of any and let your imagination flow. Uniqueness and/or distinction necessary.

Just a little something for the creative juices and perhaps motivation to any game developer and programmer or dev-to-be, if you don't mind.

(ADVISORY: Other boss types DON'T COUNT. Games not yet released don't count either, because spoiler protection reasons.)

3
Map Gab / I found Rayman Maps through one site...
« on: May 12, 2025, 02:56:52 am »
I know this section of the forums is called "Map Gab", but I do have a good reason to bring this up.

As many of you in the VGMaps community may or may not know, Rayman's 30th anniversary is coming up, and I felt I should share this discovery to honor the long-standing, albeit too long-dormant, series from Ubisoft.

The VGMaps Atlas' PlayStation, Saturn, GBA, DS and PC pages all don't currently have numerous maps from the Rayman series thus far, even though the 3D Rayman games and the Rabbids sub-series do all kinda count(which I may talk about another time), but I found one website that holds them; RaymanPC, the site's name, not the PC version of the first game.

Its a neat community wiki site that keeps track of numerous Rayman information across numerous games, including the games' concept art, screenshots, maps, and so on.

Rayman's games have been through... rather different directions in gameplay formula and art style, even though Rayman 2's been the more well-loved and remembered game in our lives, but the heroic, limbless hero has always come through against numerous evil forces.

I just only feel the series should have a more well-deserved return with a new game having Rayman being less too silly and idiotic from "Origins" and "Legends", but not too serious and dark, and more competent, well-meaning and slightly goal-focused and heroic once again, and, yes, his allies can be with him, including Globox.

I mean, don't get me wrong. I was kinda fine with Rayman returning to his 2D roots, but the tone, story direction and structure from Origins and Legends all kinda veered away from what we've been through before.

Honestly, in my opinion, the series kinda lost some sense, plot cohesion, continuity grasping, and focus after the launch of Origins and Legends. Would be nice if all that would be straightened out.

Well, anyway...

Through my searches, I found uploaded maps from 2D Rayman games across different versions and ports, including the first game's DSiWare port, canned games and prototypes, and though some members at that wiki did their part in putting together their maps, their image quality wasn't sharp, so to speak, but one member was able to do so and provide them in the sharpest PNG quality no prior mapper previously could've thought of, despite that option already available to them.

That member I'm talking about is RayCarrot, responsible for the high-quality maps of many 2D Rayman games... so far. That guy's a huge Rayman fan and has done many map uploads on that wiki time and again. He's quite a chronicler. If and of you'd like to contact him, well, the link I've left here should take care of it.

They were already completed and uploaded by him, and seeing them really helps out to those struggling to get through the game's levels. Even I had such tough times trying to win.

And, let me tell you, you should definitely see many differences between many maps from the first game's different ports, even the GBA and DSiWare ports!

So, if you're looking for Rayman maps, I've got one source that covers it. Here are the site's pages' links as proof...

RaymanPC's site link - https://raymanpc.com/wiki/en/Main_Page
Category: Rayman Maps link - https://raymanpc.com/wiki/en/Category:Maps_from_Rayman
RayCarrot's RaymanPC page link - https://www.raymanpc.com/wiki/en/User:Raycarrot

There's loads of maps to look at, all of which needs to be uploaded to VGMaps. I hope it helps.

4
Gaming / Gravity Circuit
« on: April 01, 2025, 09:40:13 pm »
We all have seen many Mega Man games, their spin-offs and their installments, and many more games inspired from and improved upon the whole series Capcom provided over the years, but I spotted one that is quite a bit different from many...

That would be "Gravity Circuit", made by an indie game called Domesticated Ant Games, with publishing help from PID Games for consoles, and the game's framework was run on the Löve Framework itself(Small Fact; the framework's version codenames are referenced from Nickelodeon's "Invader Zim" series, and I do mean, they are all based on its references. The devs behind really love it so much to garner fans attention and quote nods to it. I can already imagine "Florpus" as a later version codename *laugh*).

The story of Gravity Circuit centers on a rather alien-ish world populated by what I can pretty much presume a whole race of alien-like robots that established their colony on that planet eons ago, but for what, few know not. On a particular digging operation, a buried structure was found beneath the planet's depths, plainly called "The Ark"(name could've been more uniquely fitting instead of being generically plain and dull, in my perspective), and the robots that found it are curiously eager to uncover its great secrets and unfold many mysteries...

Not too long, though, a great force of its evil emerged...

That force took on the form of a large army of vile robots of different shapes and sizes called the "Virus Army"(again, obviously generic, and could've thrown in a unique name change to stand it out more), and unleashed great destruction on their cities, in numerous waves of attacks the citizens couldn't handle.

To combat this threat, a heroic faction has formed as their means of quashing out the army's forces, which would be called the "Guardian Corps", and their formation would give rise to a new roster of strong protectors capable of stopping threats, including the Virus Army, which is called the Circuits.

With their strength and powers, the Circuits drove out the Virus Army's attacks and protected the citizens of their world after long battles against them, but one Circuit, the soon-to-be central hero of it all, the Gravity Circuit, Kai, went and got damaged in battle, leaving him down and out for the count, and needed to undergo repairs for his service in fighting against that army.

The Virus Army appeared to be subsided, but the true source of it wouldn't go inactive after such a thwarting, leaving its return inevitable...

And it came to pass many years later, and to make matters a bit worse, most of the Circuits that fought against that army went rogue on them, re-dubbing them the "Rebel Circuits", who have obviously fallen under the influence of the Virus Army, and another horrible conflict continuing the original carries on... until one day, Kai re-awakened, and seems to have no memory of what's going on...

Still, he and the Guardian Corps, led by Kernel, would not let this war go unnoticed, and it would soon be up to the Gravity Circuit himself to take the fight to the Virus Army and put a complete stop to them and the actual villainous force behind it once and for all, beginning his adventure.

The gameplay follows quite much of Mega Man's games, more strongly "Mega Man X", having an "Opening Stage" to get any player up to speed on controls and goals in the game, and upon defeating the boss, a batch of stages are given to be completed before going to the multi-stage finale. The only difference is, the robot hero doesn't actually rely on built-in weaponry and armaments from their metallic limbs, but rather through good-old humane defenses of fisticuffs, an anchoring grappling hook, and many different upgrades that provide numerous abilities, along with hidden health and energy increase found on each main stage's secret paths.

As we guessed, each main stage is themed on the boss robots themselves, the Rebel Circuits and their villainous purpose they're committing to disrupting the robot citizens' livelihoods in each stage, in this case...

The Power Circuit, Cable.
The Optic Circuit, Ray.
The Cooler Circuit, Blade.
The Break Circuit, Crash.
The Patch Circuit, Trace.
The Cipher Circuit, Hash.
The Wave Circuit, Medley.
The Shift Circuit, Bit.

And, at the end of each stage, a boss fight against them takes place, and their central essences are obtained and stored into the Guardian Corps HQ's vault in victory.

The game really delves into Hi-Bit territory, but the palettes are a bit more colorful than those of Mega Man's games... at least, comparably. The stages were loads of fun to play through and the enemies were a thrill to trash! The sprites are quite expressive in-game, too.

To better adhere its Hi-Bit meaning and aesthetics, the game's account on Twitter/X explains the game's fantasy console rules for it, as proven in this link here - https://x.com/GravityCircuit/status/1271825136132526080

There's so much to explore and obtain in each stage, and patches providing more than cosmetics kept providing us with a bit more to do. I don't mind it, though, but I still strongly feel the game should have a sequel that continues its formula, with a couple of improvements, even having longer and bigger stages, and maybe actual voice acting.

The sound effects are mostly made through FamiTracker, which is nice, and I do enjoy hearing good sounds made from it. The soundtrack by Dominic Ninmark is excellent to hear, too!

The game only has two minibosses, Scrap Golem in Trace's stage, and V. Assault Heli in Bit's stage, which are unfittingly bunched into the bestiary as enemies, rather than giving their own section there. Disappointing to me. I expected more.

One user asked about each stage having a miniboss from the game's Twitter/X account after playing the demo. The only answer was that not every stage has one, unfortunately, and it would take time to retrofit the minibosses into the remaining stages that don't have them. It sounds simple to say, but to actually do it with the process in patching the game, not entirely impossible, only they just don't feel the effort in doing it. Hopefully, the sequel can take care of it, even towards the opening and finale stages(Mega Man X3 does have unique minibosses in its opening stage and Doppler's Lab's stages, and I enjoyed toppling them).

The answer is in the game's Twitter/X account's link here - https://x.com/GravityCircuit/status/1674094880501399553

Of my favorite stages, Medley's was my great favorite, from a good ascent to the top to confront her, to the music itself giving out a good feel to dance to it.

The (SPOILER) Ark's 2nd Stage, Machinery, really put a place as a favorite stage of mine, even the theme, but the fight against the Crystal Circuit itself really puts a completely different twist on the boss rush structure from past Mega Man games; those had us fighting each boss robot one at a time, at our non-linear choice before facing Dr. Wily in his Wily Machines and Wily Capsules.

In Gravity Circuit's case, the bosses are all fought randomly NON-STOP as part of ONE WHOLE FIGHT against Crystal Circuit, who uses their essences to form virtual husks of the Rebel circuits inside its digital arenas, all using their same powers from before. It's like the standard Mega Man boss rush, but STREAMLINED! And, I love it!

Aside from it not yet being mapped(though we do have tools and techniques on doing so, and more yet to be made), Gravity Circuit remains a great Mega Man inspired game to be enjoyed! If anyone's up to giving it a go, feel free! I'm still eager to see "Gravity Circuit II" real soon!

5
Gaming / Vengeful Guardian: Moonrider
« on: February 19, 2025, 03:22:59 am »
Some people around here may or may not have played it before or yet, but I enjoyed a really good game from JoyMasher, albeit the latest in their lineup, and it harbors some good nods from key past games, such as "Shinobi III", "Mega Man X", and  perhaps "Hagane", but made into its own adventure.

That game is "Vengeful Guardian: Moonrider".

The premise is, a distant country, Penrai, has been under the controlled grip of a rather corrupt militant group called "The Commission", lead by Varad Duas himself, for 10 years, and has created their own group of bioweapon humanoid super-soldiers called "The Guardians" tasked with curbing different forms of resistance against them by less peaceful means.

"The Guardians" comprise of eight super-soldiers; Flamestalker, Photondrifter, Darkchaser, Geocrusher, Hydromancer, Stormdiver, Moonrider, and Sunseeker. Out of the 8, one had just begun defecting against The Commission's dictatorship, with very little Duas was knowing there, and springs out to fight back against them to ensure the country's freedom, but the bulk of The Commission are willing to risk everything to decommission him for good.

Being an indie 2D platformer harboring familiar gameplay roots from "Shinobi III", I can definitely enjoy the thrill of it. The stages are filled with many dangers, such as enemies, hazards, and placed traps. Each stages has midbosses to fight, many one, others more, and main bosses in the end, including the opening stage, Bioweapon Lab, where Moonrider begins his escape, and a bit close to few formulaic roots since "Sonic 3", but not completely from it, each main stage has about 2 Acts, Act 1 having a midboss against one of The Commission's creations in the end, be it a large combat robot, or a horrid, wretched bioweapon monstrosity, or even both in one, and Act 2 the main boss in the end. Some stages do have more than one midboss midway, which I like because of additional variety.

In a familiar vein from many "Mega Man" games, after beating each main boss, Moonrider acquires a new weapon to use against his enemies, some may be handy to get through tough challenges quicker.

There's even a Tutorial stage that teaches players all the necessary basics and moves needed to get around the game, ending with a boss of its own, too. Really neat, because I love having a tutorial stage, even if it does end in a boss fight.

The soundtrack by Dominic Ninmark is rather gorgeous to hear! Really enjoying the songs made there.

I have a video delving into the insights of Moonrider's development, straight from a YouTube channel, "Digital Foundry", specializing in behind-the-scenes processes of many games, and it explains a lot, including the programs used to make that game, such as Aseprite, Tiled, and Construct 2. The video link's here to watch - https://www.youtube.com/watch?v=X6D16BVWes8

I didn't know the game's blueprint was closely about to follow the likes of "Castlevania: Rondo of Blood", because from looking at what I've seen at minute 12:05 in the video I mentioned, based on what would've been on its previous plans, there was an optional path that got cut off leading to a vertical shaft in Hydromancer's stage that was presumed to formerly lead to another different stage of its own. It was interesting to see, but I see how the game's plans changed a bit to match the non-linear plans, like in past Mega Man games.

I would like to say, I've really enjoyed JoyMasher's latest game. Finished each stage and found, well, all upgrades in it... and I felt I kinda expected a bit more from it. The stages, on the other hand, may not be quite as large, long, and complex, but, they're still fun to finish.

I have a few favorite stages in mind to say.

"Asura's Fleet" is one of my favorite stages, having to jump from ship to ship to reach the fleet's leading commander, Stormdiver, enduring the Commission's troops. That stage has two midbosses, one fought in the end of Act 1, a nearly cool callback to Sigma Head from "Mega Man X5", and the second at Act 2's beginning after riding the elevator.

"Desalination Facility" is a rather good water facility stage, having to dive down into water to take down The Commission's troops to cease operations there. It has two midbosses, too. The first is a good callback to Metroid's Mother Brain endgame fight, and the second is a close nod to one of Mega Man X's past midbosses, Utuboros, from Launch Octopus' stages, but different and original. Hydromancer put up a good fight, though. Really enjoyed it.

"Iwondonilo City" is a very cool stage that has a 3D-esque super-scale based motorcycle stage, looking and feeling much better than SNES' Mode 7, dealing with The Commission's troops and robots, even ending in a miniboss fight against one of The Commission's super droids. Then, come the city's highway streets where getting through cars and trucks to avoid getting knocked off is a thrill to enjoy before facing Photondrifter. There are the occasions of avoiding laser barricades through some of it.

The game's good, but there's some things that game is quite lacking...

For one, the storyline felt a teeny bit hollow on some exposition about Moonrider's creation, The Commission's origins, and lacking some needed closure on the conflict against Varad Duas' organization.

In my perspective, it doesn't have any intermission stages, or rather "Middle Stages" to those that played Mega Man's later games, that should've been in the game, the first for beating half of the main bosses, and the second for beating the rest before going straight to the finale, which, I might add, is lacking a third stage with a boss rush against most of the defeated Guardians, perhaps in semi-solid hologram form, and a very fitting, multi-phase final boss battle against Varad Duas himself. I would've loved to have the story get some deserved closure. The final boss there is just [SPOILERS] the last of The Guardians, Sunseeker, in the finale's second stage.

Disappointingly, the finale only has two stages. Not four, not three. Just TWO. I expected a bit more from a grand finale there.

There's not even a bestiary that gives names to all enemies and bosses in the game, even the midbosses. I don't even know most of their names yet. If only I had some answers...

Another small thing to add, though... after beating about each main stage's midboss at Act 1's end, there's no ingame scenes showcasing Moonrider moving from Act 1 to Act 2 in them with no explanation to how he seamlessly got into said stage's Act 2's beginning on-screen there.

Of course, if having the chance, the game could be updated, if needed, to address what's lacking there. Just only saying.

I did see some of the midbosses from one of JoyMasher's founders behind it, Danilo Dias, from his Twitter/X account before the game's launch, but that got privated, so I can't see them now, nor the game's past development history.

There is his Bluesky account, though, so, that's a good alternative. Here's the account's link if anyone wants to drop by sometime - https://bsky.app/profile/daysdanilo.bsky.social

What I'd really love to see in a sequel to it, longer, larger levels, a bestiary, more new original bosses, a few additional support items alongside new upgrades, and perhaps some unlockable side stages to up the replay value.

Overall, despite not seeing all the game's maps yet, the game's still really fun to play among others. If anyone hadn't played the game yet, I would recommend doing so when you can. To those who played, how did you like "Moonrider"?

6
Gaming / Oscar, the Game Series
« on: December 17, 2024, 02:20:15 pm »
I would like to take the time to speak about a rather highly forgotten game series, Oscar, and to let any in the VGMaps community know this, for those who haven't heard of it nor remembered it in long.

Here's the lowdown...

That series stars the rather titular character, Oscar, an otter/chipmunk hybrid of some sorts, on his adventures through many themed levels to get to the goal, mostly themed on Hollywood movie fame and such.

The first game, made by Flair Software, a studio from UK, was brought to the Amiga computers, and the CD32, which was a launch bundle-in with Diggers and was later ported to MS-DOS and SNES, and it focused on Oscar traveling through seven levels, each divided into stages, based on select Hollywood famous movies and their fitting genres, collecting the Oscars, the statues made after his liking, and facing many dangers and hazards along the way, before reaching the clapboard that marks the exit in each stage.

A bit of history, the game started out as a promotional game for a children's toy line, "Trolls", and was made to gather more sales to those toys. After its launch in 92, I guess the game was going to be followed up, but licensing rights made it a bit too troubling, and the rights they had lapsed sooner or later. So, a different IP had to be made from scratch, hence, the rise of Oscar, with almost the whole of its blueprints made intact, but everything else from the rest had to be made brand-new to distance it from that game.

I can quickly guess that premise had no story focus, nor plot cohesion, but the gameplay looked rather fun, running through each stage to collect Oscars before getting to the goal. It looked neat as a platform game.

The one weapon Oscar can fight off enemies is his yo-yo, and can be rather handy in many tight situations. Of course, Oscar can hop on enemies to defeat them, if careful enough.

Each level held plenty of goodies and secrets, such as power-ups and finding hidden letters that spell "B-O-N-U-S", which can take Oscar to the Bonus Stage upon collecting them all and spelled right.

But, there is one nasty trick hidden.

There is a collectable letter hidden just like all the previous, but that letter's spelled "G", and if Oscar collects it, that letter takes "N"'s place and put the rest together, it spells "B-O-G-U-S", and that, in turn, can take him to the "Bogus Stage", kinda the opposite of "Bonus Stage".

No joke. Even the stage's name gives it self-explanatory reason of why its named that.

There, Oscar has to find specific items before exiting, unlike the Bonus Stage that freely gains bonus points, not to mention the only place to get a Lucky Rabbit, which signifies as the game's Continues, before leaving.

One hazard they all do have in common, the rising water that fills the whole level, hence the main reason anyone can't stay there for too long. If in the water, Oscar has to leave fast before he drowns.

The Bonus and Bogus Stages do have their own negative outcomes upon failing them. For Bonus, everything collected there will be forfeit. For Bogus, and its a rather nasty cost, a life is forfeit.

The checkpoints in each stage are the Big Red Elephants, that kinda seemed to be Oscar's friend, who marks where he finds them and reappears if he loses a life by any danger. In the Bonus/Bogus Stages, the elephants are marked exits.

The CD32 version has graphics looked rather stellar, and having 2 more new levels in addition to total it up to nine, even the tilesets and backgrounds, but the music is amazing to hear!

However, people that bought that game have pointed out many flaws, such as complaints about enemy and hazard placement, physics problems, and level designs, but the SNES version had it quite worse.

I can point out, from seeing the game's videos I've seen on YouTube, the enemies don't take one hit to take down, but three, and I do mean, three hits to defeat. How could they be programmed to stop them in three hits? It should be regularly one, unless reserved for tougher enemies.

The game wasn't followed on until the DSi came out, and a comeback for Oscar had to be made.

The first game in the DSiWare line was "Oscar in Toyland", which centers on Oscar's adventures through many toy-themed levels. Later, we got "Oscar in Movieland", which is about movies, like the first game. Then, a sequel to Toyland, "Oscar in Toyland 2", continued the toy-themed adventures, but more different this time, and finally, "Oscar's World Tour", which featured Oscar going around the world for adventures and thrills in levels based on real-world locations.

They were all made by Sanuk Games, & published by Virtual Playground.

Oscar's DSiWare games have featured a neat minimap for the touchscreen that keeps track on where people explored levels. Kinda handy to make sure nobody got lost. If only it would've been improved more.

I can tell all of Oscar's DSiWare games are completely different, albeit with the same blueprint from the first game still used time and again, but they're not ports of it. Just different games.

The games sizes are rather small, and had so much levels in them. Impressed they crammed so much in keeping with the DSiWare's 20MB limit.

The only things that kept Oscar from being a more memorable series are lacks of story cohesion and plot relevance.

I mean, I can distinctly tell there's obviously no main villains in each game past the first that instigated dangers that started Oscar's newer journeys. And there's not an original story made for Oscar to be told in each of his games.

Not to mention this, not a single game featured boss battles, not even original bosses to take down by Oscar. Not a ONE. That would've been more enticing to the series to make for plot cohesion.

And, even more, the series didn't get its chance on the Nintendo 3DS that should've taken great use of its advancements, such as the wider top screen resolution, better audio, and new improvements to the overall gameplay blueprint to make the series less obscure. The 3D feature would be optional, of course, but that would've been neat to see.

We could've had more amazing adventures there. In my mind, I imagined a potential new original Oscar game for the 3DS, "Oscar's Galaxy Trip", an outer-space theme adventure. That would've been great.

I didn't get my chance to play them in my spare time, not even the DSi games. Kept forgetting to.

So far, no one else had made playthroughs/longplay videos about Oscar's DSiWare games. I've seen later videos that paid more attention to them, but not playthroughs. Not to mention there's not much behind-the-scenes insights/interviews about the people responsible for Oscar.

The only people worked on Oscar are more or less the same people that worked on Oscar, and I thought the same people or new devs worked on Oscar's DSi games, but I don't know yet for sure.

I don't even know which studio holds Oscar's IP rights now with Flair and Virtual Playground's shuttering(if its true or not), but I hope someone around here can take some time to gather that info.

Obscure as it is, Oscar still deserves to be remembered by people that acknowledge the series, the history, and the games made. I'm sure some people still had fun playing them, no matter what.

Oscar still has a chance to make another comeback someday, and I can sure hope his return will be made more memorable than ever before.

To any that played them before, what do you remember about Oscar and its games that followed up?

7
VGMaps Social Board / What's gonna be the 50,000th Map in VGMaps History?
« on: November 18, 2024, 04:34:05 pm »
I've enjoyed seeing more maps uploaded to VGMaps, but I'm recently curious...

I don't know how many maps VGMaps has so far, because I myself can't keep track of how many by memory, but the count's kinda got to be close to about 50,000 maps so far... maybe...

The map count's no doubt in the 40,000+ range. Only guessing my estimation, here.

I honestly don't know what game map's going to harbor that milestone within the collection, but whatever it is, I'm sure it'll be a great honor for it to be the 50,000th map in all of VGMaps history.

Wonder what kind of customized commemoration it may be for that milestone when it gets there? I could think of a cool, pixel art immortalized commemoration, but, that's just me thinking.

Relatedly, I don't know what's the 25,000th map, either.

Just asking out of curiosity, here.

8
Gaming / About "Hatch Tales"...
« on: October 30, 2024, 04:13:05 am »
I have been content about waiting when it comes to whatever game is highly-anticipated and may set to be a big hit to gamers, even towards indie games, but I got such thought about the now-latest game from Atooi, run by only the one founder behind that company, Jools Watsham.

Yes, if you're about to ask, I have heard of him. Watsham's been responsible for "Mutant Mudds" and its tough sequel, "Super Challenge" for the 3DS, along with a couple games, such as the horror game series, "Dementium", "Moon" for DS, and its later episodic redux for the 3DS, "Moon Chronicles", when he and his partner, Gregg Hargrove(who's been long gone from our world. may he rest in peace.), were at Renegade Kid, of which they founded years ago.

That former company's been disbanded for Watsham and Hargrove to begin Atooi and Inifinitizmo(surely shuttered now following his departure), both in respective order. As it now stands, Watsham holds loads of game IP in his hands, by himself, and relied on contractors to do some work, not having one or more devs actually employed at Atooi to help him on his projects.

Now, to the latest game at hand...

The backstory about the game is this...

(apologies for this long post, BTW)

"Hatch Tales", formerly called "Chicken Wiggle Workshop", was conceived as an HD port, later a redoing on the Switch, of Atooi's 3DS game, "Chicken Wiggle", which stars a flightless bird named Chicken, partnered by a helpful worm named Wiggle, and had the duo set out on their adventure to save Chicken's kidnapped friends from a rather generically obvious witch in her sky towers.

The game's original goal was to give it a high-definition makeover while retaining the level editor and providing additional levels to bring more replay value to the game. At first, I was rather a bit impressed and intrigued about that.

The game launched a Kickstarter campaign to provide funds needed to complete it, and was quite successful, but got quite too close to losing the funding in its last hours.

As time went on, the game was formerly promised to deliver an all-new exclusive campaign to "Hatch Tales", called "Holly's Nightmare" which was originally supposed to feature another new playable hero, Holly, and her pal, Squiggle, to confront their own new main villain in her adventure, and another campaign centered on Max from "Mutant Mudds" of his own called "Max's Dreamland". They were both supposed to be unlockable, from my guess.

There were also going to be additional bonus levels from collecting the Super Gems and obtaining all regular gems in each world's level, which was partially inspired by the later post-main game worlds' levels from the likes of "Super Mario 3D World". Would've been really cool to play them.

And it was going to feature the option to switch between the HD visuals and the pixel art visuals any time we wanted. Bit on that shortly.

For years waiting, the game has hit with many delays in concern about the development, and I had been tolerant about that for so long, but I grew worried about when it was ever going to release at all, as others that backed the game have. The unnecessary long periods of radio silence gave us transparency issues about how the game was in between the post updates.

Many people tried to talk to Watsham, but he kept hush-hush about that by any means. I can presume he doesn't want to face such bad publicity and humiliation within the video game industry as a whole.

Clarification was given, though. Doing an HD redoing of Chicken Wiggle took much work of Wastham by himself, even though he rounded up contractors to offload work to them. And, obviously, money was lacking in keeping development going. That set the game back a notch or so. Especially when it came to a game that had no context about a level editor inspired by the likes of "Super Mario Maker" and the DS "Mario VS. Donkey Kong" sequels.

Then... unexpectedly, a bewildering decision hit the game's work real hard and thrashed many backers' goodwill to Watsham...

One not-so crazy day, Watsham got that bizarrely wack notion that the game was "suffering" from its so-called "identity crisis", because he believed that game to be, bear with me on his quoting, "too kiddy" and "not cool enough"! I mean, come on! I can't even think to imagine such a decision that takes away much of the game's original charm for it! A little chicken and a worm counting as "kiddy"? Really bizarre! They may look quite cute, but, that was part of the charm it had!

A game, depending on the tone and setting and so on, is meant to have great appeal to both children AND adults.

That decision led to a lot of work done on the promised campaigns completely scrapped aside to start the work all over from scratch again! And I don't mean the graphics. That decision cost so much goodwill and trust toward Watsham and Atooi as a whole and caused more great delay in the project.

The additional time got spent on re-establishing the idea about what "Hatch Tales" was about again by making a new direction to it. And over through time spent and lack of coherency of its "identity makeover", a new character got made as its one sole protagonist, Hatch, a flightless, more mature and serious-looking hawk with only his hookshot as his weapon.

Yes. Hatch is obviously a slightly mature-ish copy and paste of Chicken, but, rather, a hookshot gadget replaced the worm as his only method of survival against evil and danger.

Once Hatch has been settled as the main hero, a new only campaign got set to be its only main adventure in the game, and its focused on the esteemed kingdom called Talonreach, which was under the threat of the ancient evil frozen wraith, Nazar. Yes, it now has a different main villain instead of a witch.

Fearing Nazar's threat, the unseen and unnamed Queen called on Hatch to stop his evil by undergoing a journey to save the bird people Nazar imprisoned in his frosty prisons, recover the Ember Sprites, the obvious replacement of Super Gems in the former vision, and recover Talonreach's powerful Sacred Artifacts located in the Frozen Dungeons, for they hold the key to his defeat in his frozen mountain he resided upon his awakening.

After SO MUCH WAITING, about almost SIX YEARS to be exact, the game got finally launched, under its changed surname at the last minute, "Hatch Tales: A Heroic Hookshot Adventure". Really? That's the surname needed to better its "identity change"? I've seen games that had better names than that.

And I have to say this, after all this time waiting for it... I am VERY, VERY, VERY DISAPPOINTED about that game.

The levels' artwork as a whole are using the same original setting across all worlds, not one having unique styles to better suit their themes. There was no context on what to do and where to go on that adventure, other than the first level's wordless tutorial. And there was no context on whatever changes were made behind the scenes, such as having one additional HP to Hatch after losing so many times in a level again and again.

If one pays attention, the first world's background layers were repeatedly given color swatches for almost each world, not a one given unique artwork to better distinguish World 1's only original artwork.

Almost all of Chicken Wiggle's enemies are obviously recycled, but given coats of HD paint. I do mean, ALMOST. I can tell not a single new enemy was present in "Hatch Tales" at all.

The Frozen Dungeon levels are nothing more than a very disappointing short run with only a frozen bat as its only enemy to defeat, with a hidden room containing all 100 gems at once changing the room and the hidden path in each world, and unsatisfyingly ending with just grabbing a Sacred Artifact at the end. I mean, REALLY. No unique bosses to defeat before getting them!

And, of course, having done all 8 worlds, I got to face the ONLY boss in the game, Nazar. And, to my utter disappointment, he has the same attacks as the (3DS SPOILERS!) witch from "Chicken Wiggle" does! He only pounds with his hands and does laser eyes! NOTHING ELSE! And, I only have to stun Nazar with the hookshot in order to truly hit him on his head, just like how the (SPOILER) LONESOME witch from "Chicken Wiggle" had to be defeated. Moreover, he takes only THREE HITS to defeat, just like the witch had.

THREE HITS to defeat the ONLY BOSS of the game at the end?! UNSATISFYING.

The ending is NOT what I hoped or expected! It (SPOILERS) just showed the mountain Nazar was in melting down after defeating him and giving out one closing dialogue line before the credits rolled. And there was nothing else. No praise to Hatch for winning against Nazar, no look at the queen that didn't see her rewarding Hatch for his heroics, and no satisfying closing out on that extremely lackluster story.

To make this brief for those of you that don't want to read long, your "tl;dr," if you prefer; I am disappointed in how Hatch Tales went, and its overall presentation as an indie video game... and in Jools Watsham, too, as a game developer. VERY disappointed.

I have lost some goodwill on Watsham's capbilities following this back and forth waiting debacle of a video game he alone made, as the only person leading Atooi with no hired employees, backlogged games in development, even "Treasurenauts", that was shelved again and again after the announcement over TEN YEARS AGO. That game's supposed to come out, but other priorities had forced the game to hold development. NO big surprise.

If Jools keeps up those kind of unnecessarily bizarre decisions that bashes up goodwill to fans of his games, what kind of future does he have as a game developer as a whole, or the company he's trying to manage? Just try to imagine that outcome.

I do have this bit of wisdom Shigeru Miyamoto shared about how game development can actually get done right as a reminder to game devs all over the world and their home regions and countries. Shigeru said these words I really need to share, "If you believe in your idea, and that it's something people will want, then all that remains is for you to polish and raise it to a sufficient level of quality. So no matter how talented of a staff you've been blessed with, if you don't have a clear direction for your idea, I don't think a good game will come out of it.". Shigeru also said that, to quote, "each staff member should contribute to the overall product and that the lead should keep everyone on course and hold on to that initial vision".

If you want see where he said such words, there this NintendoLife post link about that here, for those that may want a read - https://www.nintendolife.com/news/2022/09/random-miyamoto-had-some-sage-advice-on-game-industry-success-in-1989

Miyamoto's wise words couldn't have been more well-spoken today, even when it comes to game development in all vantages. I believe that completely.

If any of you want to play "Hatch Tales" to see how it is, go ahead. But fair warning, you may feel some dissatisfaction about the presentation.

9
It's been a long while since Super Mario's had a new 2D platformer entry in the series, and I feel I should let out a few disappointing things about the latest game, "Super Mario Bros. Wonder". Didn't play the game, but, kinda wanted to unload what I think from my mind, anyway.

(Spoiler warning for those who haven't played the game yet)

As the game shows, it takes place in another new kingdom, the Flower Kingdom, neighbored to the Mushroom Kingdom, and Mario and his brother, Luigi, and his pals are there for a visit to display its potential and majesty of its amazing locale, and the Wonder Flower's brilliant potential, but, just as we expected, the evil King Bowser...

and, I do say AND mean KING Bowser. K-I-N-G, king. (quoted a little nod, here. A different nod, to say.)

...showed up to cause trouble for Mario, as usual, and seeks to confiscate the Wonder Flower for his plans, but, unexpectedly, the flower melded him, his Koopa Clown Car and the Flower Castle, and gave rise to Castle Bowser, and warped him with Wonder Power to cause crazy mayhem all across the kingdom, and with his son, Bowser Jr. and Kamek in tow, along with his new additions to his ever-expanding army of monster minions, Bowser commences his newest conquest scheme of the Flower Kingdom, but Mario and his pals are up to the task of stopping him and separating the power from him and saving the kingdom by collecting Wonder Seeds and Royal Seeds to continue their newest, heroic quest.

Yes, Princess Peach is joining in on that adventure instead of being kidnapped again. At least.

Now, to the disappointments...

Out of the disappointments the game gives, I do have a strong one, but I'll go with those others have experienced.

I'll even leave you a video link about some disappointments in "Super Mario Bros. Wonder" made by PK Sandstorm here, just so you can watch - https://www.youtube.com/watch?v=zE4C1HfPu2s

Disappointment #1 - Lack of New Power-Ups

One thing we should usually expect out of a new Super Mario Bros. game is new power-ups to help traverse through all-new worlds and courses, but Wonder only gives out 2 new power-ups alongside the classic, usual power-ups. The two new ones are Elephant Fruit, that changes whoever plays the character into their Elephant form, and the Bubble Flower, another Fire Flower recoloration to suit the bubble aesthetic.

I'd kinda expected more, such as having the ability to zap through courses more quickly and perhaps bypass tough obstacles, or cause stronger ground-pounds to send enemies flying away via seismic shockwaves, or even cause whirlstorms to clear blockages to paths or uplift bigger enemies, but only 2? I find it quite disappointing. And I'm not counting the Wonder Flower being one. It only changes specific courses to a more surrealistic state, and I don't mind it. Would've been more purposeful for it.

Disappointment #2 - World Amount and Course Length

As people usually expected, 8 Worlds would come up to a Super Mario Bros. game, and they'd be completely all-new locations coupled with amazing new aesthetics and locales to better distinguish other games' past locations. New Super Mario Bros. U did it, so I'm not complaining about that, there. Wonder does gave out lovely new worlds that stood out across many, and I love seeing crazy new worlds sometimes.

However, the amount's dropped down to 7, and there's no Bowser-themed locale that could've depicted his far more twisted nature caused by his misuse of the Wonder Flower's power, not even giving out some cool colored, Wonder Flower induced lava to stand it out across prior places that hold the usual red-hot lava. And, there's not much of a super-massively-huge-fortified new fortress to station Bowser there for his plans. Disappointing to say. We could've had maybe about 9 Worlds or 10. And the game's price point? Please! Could've been more worth if it had been a few worlds longer than that, and more.

And, the courses' length are still no closer to being longer than many past games' courses. They all still last no more than a few minutes or less, even to skilled players that STILL expected more longer, and sometimes, challenging courses.

I mean, come on! Sure, for game devs, its nice to, for many reasons, compress games' sizes down by different means, and still have crisp, clear audio, stylishly cool graphics, regardless of choice being 2D or 3D, and loads of voice acting, but the courses could still stand to be more longer and complex than many.

I mean, hello, Nintendo? When it comes to stage/course length and design, get with it from other gaming companies and pour more thought and heart into them! Even indies! Its not the days of short courses from NES days anymore. We're already used to longer levels in games, and will still be as they keep on getting longer by gradual adaptation. Sure, short levels are not so bad now and then, but still, not too crazy short and such like that. Very disappointing to say, too.

Disappointment #3 - COMPLETE LACK of Boss Variety

We have seen past Mario games that have original bosses since Super Mario Bros. 3 at the end of each world(not counting Super Mario Bros. 2/Yume Kojo Doki Doki Panic being that game/those games), and Yoshi's Island about mini-bosses in each world, where their variety stood out, but Wonder... I'm extremely disappointed to see that there's not be a single new original boss ever in the entire game! NOT A ONE. Not even a enemy turned boss variant, even by the Wonder Flower! All the bosses the game's got are repeats of Bowser Jr. messing around with Wonder Power over and over again, and not even giving the idea of kicking his imagination on overdrive for it! It could've been far different for the game to have towers with a few new mini-bosses or each unique, but there's none to be fought at all.

Bosses from key past Mario games did have more than 3 hits to defeat, so it never hurts for them to put a bit more thought into that, and adding a different attack pattern or two as they kept taking damage. Leaving bosses with the same amount of hits over and over again really feels too repetitive. And trying to cram so much danger in so very little hits won't make any difference until they get increased to make it a bit worthwhile, but not too crazy on the danger in it.

And, the final boss is, of course, Bowser, and he could've done a far better job at causing the final battle to be more tougher than such past battles. He'd at least took on a different form as a phase to his final battle, or two.

And Kamek's not even stepping up to do his job of hindering our heroes with his magic that pumps up enemies to be bosses, or create new original monsters to be all-new bosses, even mini-bosses, too. The Koopalings, they could've been additional bosses, maybe, but they'd have been for Bowser's additional defense lines to his fortress, too.

I mean, it can be very easy to create batches of new enemies in any new game, but creating rosters of all-new, original bosses, even if its major and mini-bosses, should not be hard to do for any game dev, programmer, and artist. Wonder gives us almost 70+ new enemies, aside throwing in many past enemies, like the Goombas and Koopas, but Nintendo's dev teams didn't even think of sparing some effort to create a single new boss in there, not even stationed in each world's end. EXTREMELY disappointing. No brevity on that for Wonder, too.

We're still used to seeing all-new enemies and all-new bosses in games because they help stand them out and keep them from being repeatedly boring. Past enemies, not bad now and then, but not every single time.

If we even had SOME new, unique bosses in Wonder, it'd been at least worth it to fight them. At least. Nintendo could've stepped up the imagination and brevity about that, there.

Disappointment #4 - Lack of Unique New Rewards

What people expected of any new Nintendo game, even a platformer, are new, unique rewards for beating the game at about completing specific tasks and/or getting up to 100%. We could've gotten something far more cooler than what we had in past games that were completed at 100% and/or above.

At what could've been more enjoying about completing them out of said rewards are a hidden world and new, far more tougher courses than prior courses with a true final boss to fight at the end to see the game's true ending to conclude its story. So far, no Mario game gave out a true final boss, which could've been a new villain serving as the true mastermind to whatever Bowser was planning in that kingdom and overthrowing his role as the main villain and putting Mario and his pals' skills to the greater test to overcome the greater evil and saving the kingdom for real. Disappointing that we didn't get to see that in Wonder.

I know there's a couple more minor annoyances in the game people discussed, but I don't feel like talking about them here.

Despite the game doing well for many, at least, so far, I can obviously see and state out reasons of what Wonder lacks here and there, and what other game companies and devs can do to avoid repeating key disappointing steps and decisions that keeps people away from playing them.

Any in the community feeling the same, here, feel free to express your key disappointments about what really lacks from Wonder.

10
Map Requests / Shadow Complex Map Request
« on: October 06, 2024, 10:39:30 pm »
Well, I have enjoyed seeing many Metroidvania maps up on the VGMaps Atlas, but does anyone here in the community remember Shadow Complex?

In case you don't, or have not heard of it yet, I'll tell you, anyway.

It is a Metroidvania game made for Xbox 360's XBLA developed by Chair Entertainment, powered by Unreal Engine 3, and released on August 19, 2009 during its Summer of Arcade 2009 event as it draws to its close. A remastered port for Xbox One and PS4 was made later in 2016. Little contextual, but, still.

I loved playing the game because it gave out a rather fascinating story and amazing 2.5D gameplay straight out of a downloadable exclusive game for a home game console. Being a downloadable game, of which the size was about 835MB, there, under the 2GB limit for 360's downloadable XBLA games, for many, it was a really fun summer treat to play. Good memories.

Now, the story is, running parallel to a particular novel, "Empire", and dovetailing with the sequel, "Hidden Empire", by Orson Scott Card, who didn't work on the game, FYI, a secret group called "The Progressive Restoration" is bent on churning civil war across the game's setting of USA, and through their duplicitous means, the group tries to bring the country to its vision of its empire-based rule, under their control.

For a rather villainous group, the name they took on is obviously hypocritical to its self-centered goal of restoration there. Just saying.

The intro had its brief, playable hero, Colonel Dallas, armed with an experimental battle suit, called the V5 Omega Armor XOS-7, undergoing an assignment tasked to stop the villains attacking in Washington's streets, and succeeds, but finds himself an unwilling pawn in The Restoration's scheme, in thanks to their apparent emissary, Commander Lucius, and disposing him when they were done using him.

Expected out of any villain, within or out a group at work. Even he said such words to him, to quote, "If it's any comfort, you're not the only pawn who's in play today. There's a very large chessboard out there.". He would've been wiser not to underestimate such a "chessboard" that can topple a "king" when he least expects it.

The main game truly begins in a particular location in the Chinnereth Reservoir, where its setting takes place, two characters, Jason Fleming, the actual main playable, and his girlfriend, Claire, undergoing hiking in the mountains and spelunking in caves, but their trip goes rather south when she goes "missing". Then, Jason finds her, only to be entangled in a rather dangerous situation involving The Restoration when he finds their massive secret base they built quite a long while ago for their operations, and sets out to rescue her, but he's soon thrusts himself into the fight against them. Despite the odds, and his objections about his situation and about what his father said in his past, Jason sets out to save her and stop The Restoration's plans of civil war, at all costs, even by eventually finding weaponry and said armor hidden in the complex to better said odds.

So, Shadow Complex is a really great game, and I've had a lot of fun playing it to the end, but I don't actually know its full size yet. My only guess, rather large of its time. And, I'm not too versed on XBLA/360 emulation, not that I'm thinking of it, but what I can tell you about the game is its Super Metroid inspired gameplay really invokes great exploration and fun beneath it. Plenty of secrets, enemies to take down, and a good assortment of weapons, upgrades, and gadgets to collect. There's a funny, non-canon joke ending to see before rescuing Claire for real. Really funny.

The game's bosses are a bit hollow on variety, but that doesn't mean they're not fun to fight. Only about 7 bosses were seen. Most were one-time fights and unique, but only 2 are fought many times. Granted, the game's size is sustainable there, so I'm not complaining.

1 - Black Falcon (Intro)
2 - WSA2 Tarantula IFV (4 times, 3 actually fought, 4th, chase and technical fight)
3 - WSA3 Devastator
4 - XOS-1 (3 times, first 2, solo, 3rd, 2 at once)
5 - AP4 Saw
6 - WSA1 Walker
7 - 25A Airship (FINAL BOSS)

Shadow Complex was a blast of a really great downloadable console game. I'm sure any who played it and beaten it many times would keep on beating it many more times. I'd be surprised if we'd get a sequel to the game. Who knows?

So, any mapper up to providing the game's full maps, well, have a good time. Thanks.

11
Map Requests / Thrillville & Thrillville: Off The Rails Maps
« on: July 10, 2024, 06:58:20 am »
My mind just lately thought of what games' maps aren't yet seen, "Thrillville" and its sequel, "Thrillville: Off The Rails".

If some of you in the community may or may not remember, the games made by Frontier Developments are roller coaster management simulators, taking on the steps of Rollercoaster Tycoon's park managing formula, places people in charge of managing the eccentric inventor and theme park enthusiast Uncle Mortimer's Thrillville Amusement Parks, a popular line of amusement parks guaranteed to give guests lots of fun while keeping tabs on the player's efforts of being the theme park manager, all the while taking on the rather evil business-focused billionaire mogul and overall main antagonist, Vernon Garrison, who churned up his own theme park rival line, Globo-Joy, and seeks to derail Mortimer's fun-centered parks and conquer the theme park market, regardless of consumers' misery and opinions. So, naturally, its up to Mortimer, and, who else, the players, that's us, to stop Garrison's plans and keep Thrillville a success.

I just thought that seeing the maps of Rollercoaster Tycoon made me think of said two games' maps not yet seen here. There's a couple of them, including their minigames, not counting the attractions with customizable layouts.

I'm sure they were nice and fun as many remember.

Whoever is up to mapping them, please go right ahead. It may be a bit of a ride, no pun intended, but I'm sure it'll be worth it.

12
I kinda had some thoughts on those that are making 2D games, even maps, through engines capable of 2D games, not counting engines in 2.5D or 3D.

2D games of all kinds have come quite a long way from their past years, from Mario, through Sonic, and others, even seeing more larger, longer maps by having stronger CPUs, more RAM, and other small tech advancements and new programs to make 2D game making more easier and more efficient.

Larger maps weren't previously reachable before that, even though clever trickery via programmers did made it so, like how Sonic 3's Hydrocity Zone's maps were more larger and longer than Sonic 2's Chemical Plant Zone's, from what I've read, but now, they are, and still will be remembered for how well-designed they are, not to mention the routes made for the larger sizes. How people, speedrunners or not, traverses their routes differs, but the choice is all up to them.

Speedrunners, in a different matter, do have no problem blazing through them, from small maps to latest, longer maps, because they all like to take on the challenge on clearing them in shorter times than may people play normally, and I admire their efforts for going for their own records.

I've loved longer and/or larger maps in 2D games, because of my curiosities of 'em, and was astounded by Sonic Colors DS' Asteroid Coaster Act 2's size, which is 44,256 pixels wide, the longest in any 2D Sonic game by far(not counting other maps that surpass the horizontal length, but not in actual completion length, like Sonic Superstars, for instance), and Hollow Knight's overall Hallownest map size of 72,622 pixels wide and 48,128 pixels tall, but I feel, depending on well suited flows to clear them, we could see more maps longer/larger than that, thanks to RAM memory increases, but the game engines, if any are in need of it, should be updated to accommodate those larger amounts, not to mention stronger CPUs for computers.

I do my best to try not to gripe about 'em, too, despite how longer and/or larger they're still getting.

With all the extra computing processing power and RAM memory, I personally feel people who make 2D games should take better advantage of 'em to make far more longer/ larger maps and make the best of 'em before we get more increases of 'em.

So, I ask anyone on the VGMaps community this, what do you think of what 2D game engines are more suited to making games and their maps, preferably large, long maps?

They can be used to make regular platformers inspired by the likes of whatever series people love, like Sonic, classic Zelda, or Metroidvanias.

I could count GameMaker being one, and Clickteam Fusion, but I also count Retro Engine(if you've not heard of it yet, that is) being one, too, because its tailored for 2D games besides Sonic.

What other advantages and disadvantages between specific 2D game engines could you also lay us out on?

13
Map Requests / Shinobi 3DS Maps
« on: June 18, 2024, 02:07:32 am »
I just forgot one overlooked installment in the Shinobi series, Shinobi for the Nintendo 3DS... or Shinobi 3DS, if you prefer.

I actually never knew how long, complex, or challenging that game's maps were, but I felt they were long, maybe longer than Shinobi III. Must've been fun for those that enjoyed that game.

Had a small memory lane trip about that game, and felt I should bring this to any mapper's attention. If anyone's up to their schedule, well, I'd like to see Shinobi 3DS' maps to the VGMaps atlas.

14
I've been seeing great, actual handhelds in gaming's history, but lately, as others felt, I've been strongly missing the real desire to actually play a dual-screen handheld system again.

What I mean is, the likes of Nintendo DS and 3DS, since, for the moment, they're the only handhelds that do dual-screen gaming that a lotta people love so much, its too precious to just give up because of what too many people are hooked on to lately.

They've given us great joys for us having tough times in our lives, personal or otherwise, bringing us conveniences no other gaming system could, such as having minimaps on the second, lower screen, while keeping the gameplay going on the upper screen, or, in specific cases, make for somewhat a tall screen for viewing more surroundings, and, of course, the need of competition in portability, not like home consoles, though.

The 3DS gave us pure console-like gameplay no other handheld has yet, barring the Vita, but, the one strong thing about the systems' screens is, they don't actually match each others' native resolution and screen ratio sizes. The upper screen's native size is 424x240, and the lower screen's is 320x240, still maintaining the standard 4:3 screen size, not that there's a problem with that size, 'cause there's lots of screens with that size that we're used to.

I've seen a few new handhelds, but none of them seem to actually give the actual feeling of an actual true successor to the 3DS. I don't count the Switch family line being one, because its not. Its only a home console, as people already stated, not the other way around, and has never been the actual successor to the 3DS family line, and never will be, no matter what other people claim.

From what I've watched and heard lately about Nintendo, so much of handheld gaming's greatest in history has been under constant siege, harming so many efforts of game preservationists and archivists, including their recent actions that made so many gamers turn on them badly, it hurts their hearts to see it, even mine.

I strongly feel that there's so many good dual-screen games out there, it seems that so much people need to get back into it, spend more time on them rather than the Switch, or any other mobile devices.

Gamers have been trying to preserve all those dual-screen games, and they've done very good, but we need to make those efforts far more widespread to everyone, even young gamers that haven't heard of nor played such systems' games, even if Nintendo can't seem to appreciate such efforts people have been doing lately.

People made such great games on those systems, and felt good doing it, but there needs to be new dual-screen systems so devs can actually relive those joys of developing dual-screen games again, without worrying about them being underpowered or incapable.

There should be new dual-screen handhelds to serve as actual, standalone successors to the 3DS, needing to be far more powerful than the 3DS and more than the Switch, mainly with both screens' native resolutions actually matching their sizes, say, about, 494x286 for both screens, and some new surprising features no other gaming system could try to replicate, not even on mobile, and with new, stronger SDKs to develop games on it, too, those that people can actually keep, rather than being lent by said companies. Its not impossible, you know. Just need to think more outside the box.

People need to step up those efforts and carry what Nintendo seemed to stop. I think, because of what infamous actions they've did lately, I wouldn't bank on them for making new dual-screen systems.

I'm still hopeful people will use their knowledge and experience in hardware and software engineering and manufacturing to make new, standalone dual-screen gaming systems to continue those same experiences and joys we've been missing so much today.

All it takes is great effort, and it will be completely worthwhile for gaming history all over the world.

15
OK, for as long as we remember, Sonic Origins and Sonic Superstars are the most recent Sonic games to date, but I would like to place statements out, and how people could, can, and will take the time to reflect on its flaws and shortcomings, and how they can truly avoid repeating them in the future, when it comes to game design. Sure, it can be fun for some, but others stated otherwise more.

Sonic Origins, being another compilation, was to bring the best Sonic games we have had in one roof, once again, but the games were all brought to redoing by using the Retro Engine, which is RSDK Version 5U, that updates it to run prior games that run prior versions before upgrading said engine again and again.

While its nice to have, the decisions in having to play those past games again came out contradictory to game preservationists still working to keep original versions playable and running beyond decades. We're trying to have numerous outlets in playing them again, not less. Its rather unnecessary for what Sega did.

I mean, we still have the games still emulated, so, the very least we could've had is the actual choice to play emulated original versions, and the Retro Engine enhanced ports at once, rather than being wholly unified in one collection. People still play those emulated games, and they'd prefer that over the flawed collection.

The Drop Dash move in past Sonic games are truly pointlessly shoehorned in. I mean, just because its a very amazing new move to use in Sonic Mania doesn't mean all past and future Sonic games HAVE to have the Drop Dash in. Its not meant to be a mandatory requirement to get by the stages, even when they're more or less shorter than Mania's.

In points of history and in sense of its proper continuity, that contradicts the point of it supposed to be a compilation of Sonic games in the past. And, it should've been restricted to Classic Sonic only, not widespread to everywhere in the series, even Modern Sonic.

If any later 2D Sonic game should have Drop Dash in, please keep it as an optional choice, not mandatory.

Of course, I can't forget the addition of Origins Plus that includes Amy and past Game Gear games. Amy in later 2D Classic Sonic games should be better utilized for a bit more than just her hammer. At least, it would help her stand out from the others.

Now, to Sonic Superstars...

That game's been out for months, but I, having not played it myself, expected that setbacks would be abound when people played it, and I was right. The execution has been not very well-made in the eyes and minds of many still expecting a proper continuation of Sonic's 2D adventures.

The levels are all original, yes, just as we would want in later 2D Sonic games, but their overall execution in style and level design comes quite short in their overall presentation. "Short" being the keyword. I mean, much of the Acts in Superstars kinda felt like they were made not longer than Mania's Zones, and because of the slight physics engine changes to try to replicate those of from past games, including those ported to Retro Engine, any skilled player could conquer them in no less than a minute for some.

Moreover, with the addition of Chaos Emeralds' powers, the levels are kinda more leaning towards using their powers alongside doing 4-player co-op.

The price point of $60, regardless of medium, huge pass on it. And with not much to offer on the package by meager cosmetics to multiplayer skins for its competition mode.

The engine that runs it is in Unity rather than Retro Engine. And its attempts to replicate what physics truly worked in Mania, kinda spotted out a few more annoying irritations than more perfections. I mean, some people did find more flaws not many looked at. Won't say, cause I can't keep track of 'em.

The plotline had very little to no coherency of continuity and overall adherence to the actual scheme Dr. Robotnik tried to commit, with no actual explanation to whatever he wanted to rule the world with, besides still trying to get the Chaos Emeralds again. Sure, Fang got brought into the scheme, but still.

Moreover, the story isn't truly set to have a proper explanation to how Robotnik escaped from a self-created pocket void from the Phantom Ruby from Sonic Mania Plus' Encore Mode's ending. There should've been a Classic Sonic game that follows up on it before setting any other new story. Its definitely an out of place continuity error for me.

Superstars' music tracks are fine to hear for some, but others, they lack in such energy and vibrant varieties we have been used to in past games. Even some prior sound effects are improperly out of place in a Classic Sonic game. I can hear certain sound effects from Sonic Lost World and others obviously played in key points. It like an unnecessary bridging of Classic and Modern Sonic in many aesthetics.

If its one other thing I find more annoying in Superstars, its the habit of putting in many of the same, old, Badniks over and over again! Crabmeat, Buzz Bomber, Slicer, Anton, yep, you name them. And the new Badniks almost all have their names labeled with the generically bland "Mecha" affix in them, rather than their appropriate naming choices.

The EggRobos are okay, they should be featured more, but they obviously, and erroneously, use the Modern Sonic design instead of Classic Sonic's design. Both designs from both co-continuities(which should still be so) should keep their own, not use one for both or one over the other.

The point of any new sequel to any game is to have all-new enemies in them, rather than just reuse and recycle same old enemies over and over, as prior Sonic games have.

The bosses, oh, boy... it should've been a prime reason why the game should've been nicknamed "Sonic SuperSLOGS", because of how boring and slogging it is to try to score hits on each boss and having to wait until we could hit them again. The designs are original, yes, but their execution could've been better. Prior Sonic games don't have it, not even Sonic Mania.

To point out, yes, there were very little original Zones in Sonic Mania, I can sympathize with that, but understand that the game's meant to be an anniversary commemoration of Sonic the Hedgehog, so past levels from games can be expected, yet, some original levels in the story have to be included. Otherwise, it wouldn't do well as the proper return to 2D Sonic roots we've been wanting for. That, and the bosses are more straightforward to the point with very little slugging down thrown in.

The (SPOILERS!!) final Zone, Egg Fortress, I can state that this Zone is the most unsatisfying final level I've seen in any Sonic game, regardless of what came prior to it. All it is just a mere struggling trek to a mere shambling, albeit truly incompletely rushed, supervillain stronghold to stop Robotnik's scheme from coming to be, taking to the end of its singular Act, and nearly back to the start via an unstable, unexplainable time-reversing creation of his serving as its Act 2.

I mean, really. I felt that Zone lacking in what others have pulled off before. Titanic Monarch did well in being a good final level, but Freedom Planet's Final Dreadnought, that brought better means of how an actual final level in any game would've been(barring any prior tech limits & game design decisions & such).

The encompassing of an actual, whole supervillain stronghold, split into multiple stages, each taking place in different parts of said stronghold, with their own locations' themes & aesthetics depicting its depths, such as the hangar, armory, and power core, are all encompassed as the whole trek into the depths of the villain's well-defended establishment, all while still under one whole coherent setting to solidify the whole, well-made finale. And each ending with its own unique boss, with the Wily Castle formula staples thrown in, axing out a mandatory boss rush in the end, it gave greater emphasis in having a great, and with 4 Acts/Rounds rather than 2, well-established finale to the overall game's story.

The point of my post here is for anyone to acknowledge those flaws, evaluate them, and what people can do in the near future to avoid making key bad decisions/mistakes in their projects.

And, I apologize for this long post, but my thoughts had to be brought out here.

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