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Messages - Cyartog959

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1
Gaming / Expert Software's Casino CD Game, Anybody Remember That?
« on: January 07, 2026, 04:35:40 pm »
It's been quite at my mind towards memory lane lately, but does anyone actually remember playing Expert Software's Casino CD Game from your young years?

As much as I can remember, I enjoyed playing the many casino based games in that CD, on Windows 98 then, and much I could remember are the recognizable casino sound effects heard in many TV shows before and later on when I was in the midst of selecting any game. I still remember having fun playing them again and again for many days... just not too crazy long, that is.

In case some of your memories are hazy, here are some images as proof.







I love those fond memories, but, so far, I don't see anyone posting gameplay/longplay videos of Expert Software's Casino CD Game online. I've been trying to search for them wherever I could get the chance, and, so far, no dice(no pun intended).

I hope and feel someone who can utilize their time to create and upload said videos online to give us a good time reliving it, wherever we are.

To those who have played it before, what do you remember about that CD game? You can tell us your memories here.

2
Well... I don't want people sending in a bunch of low-quality maps just to be the one that hits that milestone.

A few years ago, I offered to old and new mappers that anyone who had submitted like 20 or 50 maps or whatever could get a free "Nintendo Quest DVD" from me (as I had so many after doing an event in 2015 but now needed to move them as they weren't selling)....

But it was around the time that this one person, a new mapper, who probably only just wanted the "free" DVD, started submitting a lot of low-quality stuff.  I'm not one to refuse maps if technically they are maps, but man... is the site always improved with more maps, especially if they're like those?

And as nice as it is to be able to say we have lots of maps, technically maps would work better the fewer there are.  As in, no unnecessary fragmentation.

Before we got complete Super Metroid maps for each area (thanks, Rick Bruns!), someone tried to send in maps they had extracted from the game somehow... meaning that it was hundreds of images, separate files, one for each room.  Come on, a single room isn't really a map...

I want there to be 50,000 maps, sure, but we'll get there.  And if I say we're close, I hope that if anything, that it encourages people to continue to make good maps, not to pivot to making worse maps that they can pump out faster.

I didn't say we'd want maps rushed to that low-quality. I'm just saying of what kinds of commemorations to think of in that honor when it happens.

The overall, updated map count you gave really gave me some excitement, but you do have good points of wanting maps at good quality, and yes, encouragement is necessary to keep on going. We do have universally basic standards to keep.

Yeah, I wouldn't want all rooms of any Metroidvania as their own maps, either. Separate areas, yes, but not all rooms as maps.

Aside from people still wanting physical discs, DVD, Blu-Ray, whichever(new formats can still be made alongside them), and still fighting to preserve them(believe me; certain outlets, like streaming, are like unstable, slippery slopes that can hurt quite badly), I'm sure your Nintendo Quest is a good favorite among others, and whatever you may cook up next for another release afterwards will be more well-enjoyed.

But, other than that, we're sure to have a good celebration for the 50,000th map that we can remember from. There's plenty of time to think of commemoration ideas, but I won't get into them.

I'm sure we'll all be looking forward to that moment when it comes in VGMaps history.

3
Map Requests / Re: Maps to Cover...
« on: January 07, 2026, 11:25:08 am »
Got more yet-to-be mapped games in line...

101 - Nagano Winter Olympics '98 (PlayStation, Nintendo 64, 1997/98) Dev: Konami Computer Entertainment Osaka and Toyko, Publisher: Konami
102 - Disney's 102 Dalmatians: Puppies to the Rescue (PC, PlayStation, Dreamcast, Game Boy Color, 2000) Dev: Crystal Dynamics, Digital Eclipse(GBC Version), Publisher: Eidos Interactive, Disney Interactive(PC Version, Activision(GBC) (Yes, that was *laughs* intentional. ;D)
103 - Wave Race 64 (Nintendo 64, 1996) Dev: Nintendo EAD, Publisher: Nintendo
104 - XGIII: Extreme G Racing (PlayStation 2, GameCube, 2001) Dev: Acclaim Studios Cheltenham, Publisher: Acclaim Entertainment
105 - James Bond 007: Agent Under Fire (PlayStation 2, GameCube, Xbox, 2001/02) Dev: EA Redwood Shores, Xbox port by Savage Entertainment, Publisher: Electronic Arts
106 - Driven (PlayStation, GameCube, Game Boy Advance, 2001/02) Dev: BAM! Studios Europe, Crawfish Interactive (GBA Version), Publisher: BAM! Entertainment
107 - Gran Turismo (PlayStation) Dev: Polys Entertainment, Publisher: Sony Computer Entertainment
108 - Buzz Lightyear of Star Command (Dreamcast, PlayStation, PC, Game Boy Color, 2000) Dev: Traveller's Tales, Publisher: Activision, Disney Interactive (PC Version)
109 - Project Gotham Racing (Xbox, 2001) Dev: Bizzare Creations, Publisher: Microsoft Game Studios
110 - Amped: Freestyle Snowboarding (Xbox, 2001) Dev: Salt Lake Games Studio, Publisher: Microsoft Game Studios
111 - Coolboarders (PlayStation, 1996) Dev: UEP systems, Publisher: Sony Computer Entertainment
112 - Azurik: Rise of Perathia (Xbox, 2002) Dev: Adrenium Games, Publisher: Microsoft Game Studios
113 - Rampage World Tour (Arcade, PlayStation, Sega Saturn, Game Boy Color, N64, PC, 1997/98) Dev: Game Refuge, Midway Studios San Diego (PlayStation Version), Point of View (Saturn and PC Versions), Saffire (N64 Version) Publisher: Midway, GT Interactive(EU)
114 - NightCaster: Defeat the Darkness (Xbox, 2002) Dev: VR1 Entertainment, Publisher: Microsoft Game Studios
115 - MotoGP: Ultimate Racing Technology (GBA, Xbox, PC, N-Gage, Mobile, 2002) Dev: Visual Impact(GBA Version), Climax Brighton(PC and Xbox Versions), Cybiko(Mobile Version), THQ(N-Gage Version)
116 - Top Gear Rally (Nintendo 64) Dev: Boss Game Studios, Publisher: Midway, Kemco(EU)
117 - San Fransisco: Rush Extreme Racing (Arcade, N64, PS1, PC, 1996/97/98) Dev: Atari Games, Midway (N64), Climax Development (PS1 Version), Publisher: Atari Games, Midway Studios(N64, PS1, and PC Versions)
118 - Pandemonium 2 (PlayStation, PC, 1997) Dev: Crystal Dynamics. Publisher: Midway, Crystal Dynamics(EU, PS1 Version), UbiSoft (EU, PC Version)
119 - Off Road Challenge (Arcade, N64, 1997/98) Midway Studios San Diego, Avalanche Software (N64 Version), Publisher: Midway, GT Interactive (EU)
120 - Test Drive Overdrive: The Brotherhood of Speed (PlayStation 2, Xbox, PC, 2002) Dev: Pitbull Syndicate, Publisher: Infogrames
121 - Splashdown (PlayStation 2, Xbox, 2001/02) Dev: Rainbow Studios, Publisher: Infogrames
122 - Star Wars Racer Revenge (PlayStation 2, 2002) Dev: Rainbow Studios, Publisher: LucasArts
123 - Enclave (Xbox, PC, 2002/03) Dev: Starbreeze Studios, Publisher: Conspiracy Games (Xbox Version), Swing! Entertainment (EU), Black Label Games (PC Version), Atari Europe S.A.S.U. (EU)
124 - Gun Metal (Xbox, PC, 2002) Dev: Rage Games, Publisher: Majesco Sales, Rage Games (EU, Xbox Version), Strategy First (PC Version), Zoo Digital (EU, PC Version)
125 - X-Men Legends (PlayStation 2, GameCube, Xbox, N-Gage, 2004/05), Dev: Raven Software, Barking Lizards Technologies (N-Gage Version), Publisher: Activision

Side note - Later on, I'll color their names based on their mapping progress, as my means of keeping track.

There's more later...

4
VGMaps Social Board / 50,000th Map Unique Commemeration planned?
« on: January 07, 2026, 09:56:42 am »
Just a thought, Jon, but, once that mapping milestone's made, won't you have something made and ready for the mapper responsible for achieving the 50,000th map, along with whichever game is marked for it? I'd like to see it.

5
Map Requests / Re: Mega Man Maps
« on: January 07, 2026, 09:49:05 am »
Hello!  I'm a Mega Man and Metroid fan.

I hope you guys can map more Mega Man games!

It's surprising to me that the PSP games aren't mapped yet.

Yeah... TerraEsperZ's tag, that I briefly read, currently says "Current project: Mega Man: Powered Up (PSP)", and yet, no word on its progress are made... so far. I don't know much, other than guessing life's been keeping TerraEsperZ busy, but I'm hopeful time will be made to map that.

6
VGMaps Social Board / Re: External site using VGMaps content?
« on: January 05, 2026, 10:18:02 am »
Much of the internet has fallen to the AI menace. There are even AI ghouls imitating us over on that fake website. These forums are like Helm's Deep, a last human enclave against the encroaching scrapers of darkness.

Don't get all dramatic on us about that. Best thing now is pray for that to be halted. Really. It won't last for long. Just continue on your projects and ignore.

7
Maps In Progress / Super Star Wars Trilogy Maps Not Finished Yet?
« on: December 30, 2025, 08:02:21 pm »
I couldn't help but notice only about very few maps of the Super Star Wars Trilogy on the SNES hasn't been finished and put up yet. The first game, obviously named the same, has the rest of its maps yet to be documented, as well as the remaining two games.

I've seen Will Mallia's work on it, but, I felt that he got sidetracked with other mapping projects, or whatever else he was busy with in general, that he may have forgotten to return and finish mapping the rest.

Will Mallia, wherever you are right now, hope you read this and return to mapping the rest of that game and the trilogy on SNES sometime soon.

8
VGMaps Social Board / We're with you, Jon! ;)
« on: December 30, 2025, 06:22:32 pm »
Thanks for responding, and you know what?

You've got plenty more friends than "enemies", and your family's with you, too, even your brother.

No falsified knock-off nor inhumane mockery of VGMaps is gonna tear down the good name of the largest, ever-growing video game map atlas in existence, nor its mappers and friends that support true authenticity, aesthetic, and charm, from all aspects of VGMaps, especially the basics, we've completely grown to know and love!

To emphasize the support from us, never give up and never stop fighting and protecting our cause and purpose. And keep your backups thriving, just in case, to protect all of it. You never know, but it never hurts to anticipate and keep everything safe.

Mappers will always keep on contributing to the ever-continuing effort, and however the good word is spread, VGMaps will always continue to live and thrive!

Clearly, those that try to claim otherwise lack talent, and they should've known better than that. Their knock-offs' shoddy qualities are truly unworthy. And, whatever propaganda they think is "right" to claim and smear against you are pure LIES. None of what they mentioned has anything to do with whatever they try to pin you on whatsoever. It'll only ends up giving them more trouble than they are trying to create it against you. All that'll backfire on them badly.

Whatever attention they'll try to take, we'll refuse it and keep on ignoring them. You couldn't have put your advice more fittingly!  :) We don't give fakers what they want! No way!

Nevertheless, plenty of us stand with VGMaps and all of its preservation efforts across gaming and mapping history, and more will join in as we keep on going! We keep on mapping!

Once again, Jon, everyone that truly believes VGMaps.com is the original real deal is with you ALL THE WAY. Never forget that.  ;D

9
Gaming / 3D Sonic Stage Lengths, in square kilometers...
« on: December 30, 2025, 02:04:52 pm »
Hey, I just had a quick thought about Sonic's 3D stages, in square kilometers.

Back at GDC, from a presentation video I was watching on YouTube, I happen to come across some interesting info about Sonic Unleashed's process and how long their levels were, before the DLC levels were included.

The GDC '09(yes, that took place years ago, but that was rather interesting, to say the least) presentation video link's here, in case you may want to watch it - https://www.youtube.com/watch?v=uHSDZQH3sgk

Tech specs speaking aside, it does give us insights on how the Hedgehog Engine, Sega's own engine created for later Sonic games, was made and how Unleashed's levels were built, along with the many challenges Sega and Sonic Team's devs faced there and then.

I understand not many of you in the VGMaps community understand much tech talk, but, I'll lay it to you simply as I can. I'll start from what I've been watching from Chapter 19 of its presentation. Find it at minute 43:46.

To be brief, at the time Unleashed was in the works, many PCs were underpowered to handle such a game that required Sonic to run at very fast speeds on long levels, made as the Day levels in that game, especially with the boost's introduction and other additional moves to get around them. The more prominent of such problems was having it run on the 360 to fit the limits in it.

To cut down on lots of computational time to work around it before launch, Sega and Sonic Team had to set up a distributed system with their arrays of PCs by the dozens linked up to the management PC and it followed up with a link to the artist's PC. Then...

Their underpowered PCs couldn't handle the workload for the game's development. So, they had to acquire new PCs with upgraded RAM to fit their texture data into their memory, install hi-performance hard disks, and compressed their light network data for optimization.

Then, just as they were about to get it on, another major problem hit them; power overload to their offices' old circuit breaker. Total darkness I'm talking about, here. Ceasing usage of their appliances wasn't just enough, too. They had but no choice but to completely upgrade their offices' power system to keep the overload from occurring again. And, of course, additional solutions to their other problems were met.

There's more info to hear in the rest of the video. Give it a good watch and listen, if you like.

Now, to the matter of 3D Sonic's stage lengths.

Sonic Unleashed stages, in that example, and talked about in that presentation video, were poised to be 5 to 20 kilometers long(NOTE: This does NOT include open world games unrelated to Sonic, nor its hi-speed platforming formulas), especially Eggmanland's Crimson Carnival, which is quite long, and from what I kinda pieced together, other later 3D Sonic games kinda cut down on their length before we had more new hardware for game development.

Sonic's 3D games have come quite long since then, and we've had much more stronger hardware that guarantees more than just breathing room for running Unleashed on PCs without lag. And, I still felt like newer 3D Sonic games should have stages longer than Unleashed, Generations, or even Forces' stages.

Regardless of their length and size, they're still fun to play through, all the same.

So, I ask you this, did you sometimes think of how long other 3D Sonic games were, in kilometers? If not, maybe give it a try in calculating them. Sure would like to know sometime soon.

10
VGMaps Social Board / Re: External site using VGMaps content?
« on: December 20, 2025, 10:19:59 pm »
Jon also pointed this out to me a few years ago and asked me if I knew anything about it. I told him I had no idea they were hosting my maps until he brought it up.

"Better VGMaps" has never contacted me by any means to ask permission to host my maps.

I would not have given them my permission to host my maps on their clone site if they had asked me.

Better VGMaps is hosting my maps without my consent.


It is unfortunate, but as FlyingArmor says, there is very little we can do about it. We can play a game of Whack-A-Mole with that site, and just watch it pop back up on different hosts each time it gets knocked down, but that seems like a waste of effort. I'm just going to do my part to tell people about the real VGMaps, and if they ask me about the plagiarized site i'll just tell them the truth about it...

Seemingly, for the present, but one day, that will be stopped... One day...

You got a great task ahead, alongside your usual mapping routine, and you have my support!  ;D  Give the good word of VGMaps, and wisen up those people.

Remember, we're with you all the way!

11
VGMaps Social Board / Re: External site using VGMaps content?
« on: December 20, 2025, 10:11:32 pm »
Oh yes, some of us are very familiar with that website. Yes, it's unauthorized and no one was asked beforehand to have any of our maps put up there.

I think Jon brought it to my attention about two years ago, since so many of my maps were present over there. I eventually e-mailed whoever owns that site to have my maps taken down, but I just got an AI response asking for all my real world details to determine whether I was the "legitimate copyright holder". Obviously I wasn't gonna give all that away to who knows who (especially someone hiding behind a clanker), so while unfortunate, we just have to live with that website existing.

But I have the hope that most people who happen to find their way there would see through the highly polished facade it puts up and recognize that the true source of the content comes from this place (which has been around FAR longer), complete with its human, hand coded jankiness. :D

You got the heart to stand your ground, bud. And it's very noble you did.

We can sure hope, but we should also pray for people to wise up to all that and for that facade to stop someday, too.

It's charm. Human, hand-coded charm that tethers our hearts so warmly. Never forget that.  :)

12
VGMaps Social Board / Dangerously a Rip-Off of VGMaps.com!
« on: December 20, 2025, 08:47:27 am »
Hello people!

I recently came across this website that claims to be a [url]"better VGMaps"[/https://vgmaps.de]

Despite the ".de" domain, the site is in Brazilian Portuguese (with some pages in English), and it looks like it was created with AI and populated by web-scraping maps from VGMaps. It seems to host the same maps found here, though it’s missing newer submissions. For example, my own maps, from May 2025 onward, aren’t present.

They even have a "Scoreboard" listing the top mappers (which, admittedly, is a fun idea 😄), and a News section with posts like [url]"Better VGMaps expands its online presence"[/https://vgmaps.de/news/better-vgmaps-expands-online-presence.php]

Has this come up before?
Does anyone here, or Jon, know about them? Did they contact VGMaps at any point?
Do you know if this is authorized or otherwise legitimate?

I just wanted to flag it and check with the community before jumping to any conclusions.

Thanks!

Sallin

Such a site that claims to be the so-called, self-proclaimed, "Better VGMaps" is obviously begging for, and obviously is, in my purview, plagiarism against the original creator behind the true VGMaps, the mappers, and its perpetual cause without proper authorization, let alone proper permission from said creator. I immediately consider it a fake site.

If they never contacted VGMaps nor its staff before, its definitely not a complete associate of VGMaps. Human made content is what truly matters to VGMaps. Web-scraping from the likes of plagiarists, especially non-human bots(which should not be counted as real mappers, to know), is definitely considered an offense. And, it definitely goes against preservation and can probably hold dangerous malware against unsuspecting people(an obvious probability, to be sure).

Nobody did bring it up... but such plagiarizing against VGMaps cannot go unnoticed. It should be halted at once.

Jon, hope you're here to read this, because this matter is urgent.

The scoreboard, however, does sound like a neat addition for VGMaps(can't even believe no one thought of it before). May even create some good competition. That may need to be taken up to Jon for actual consideration.

To everyone else out there, even Sallin, watch yourself for sketchy, unauthorized knock-offs. They can be very dangerous.

13
Gaming / Re: Mega Man: Dual Override announced at The Game Awards 2025
« on: December 12, 2025, 01:06:05 am »
OK...

I got very little idea about that installment and its story in Mega Man's classic series, but, I'm presuming it resumes what Mega Man 11 did, in terms of gameplay and style, but I don't know of what replacement serves to do away with the Double Gear System or otherwise.

Felt relieved that Capcom went on with a new installment after almost too long. Shouldn't have taken almost that long to make a new installment in any of their Mega Man series, anyway. I felt their constant indecision and stagnation in game development is harming their Mega Man brand. I mean, they did focus on other games, but still.

I felt the installment, while being no doubt the 13th in the long line(yes, I didn't forget "Mega Man & Bass"), isn't numbered as with every game, but with its subtitle, like how they were named in Japan for distinction.

I mean, I've been fine with numerical sequels, but I wonder how it stands out from the previous, even though its the 13th game. It is said to be equivalent to a possible "Mega Man 12", which is what a lot of us usually expect there, so I'm thinking it may be set before that but following on Mega Man 11's events.

If its stages are longer than 11's, which I think they may be, better prepare your endurances, people.

And, once again, Dr. Wily's set to be the main villain, still sporting his outfit from 11. His other outfit from 8 and Mega Man & Bass really made him look more villainous. Still liked it. Wonder what's he's up to again, this time?

I also felt more select past enemies are already set to return, with another model name slapped on it for distinction, that I also expected, such as the always returning Metalls, Wall Blasters, and the Tellys, but there's also bound to be more new enemies, too.

The 2.5D blueprint from 11 also comes back, too, under what I think is maybe a different game engine, likely RE Engine(Reach for the Moon Engine, to be precise), rather than MT Framework Mega Man 11 used.

I don't mind 2.5D as a blueprint in any game, but, honestly, it still never hurts for Capcom to try to return to doing 2D pixel art games and go Hi-Bit, rather than, well, adhere too close to the former restraints of past consoles. I can understand how Koji Oda, who was with Capcom at the time, felt staying too close to those limitations, after Mega Man 9 and 10 returned to those roots from past NES games, which were already fun, would be troublesome, but they need to be more open to returning to that medium, as other game dev teams that have been pursuing their needs for reliving that aesthetic. And, we do have chiptune trackers, like FamiTracker and Furnace, which breathes lots of life in chiptuning beyond restrictions of sound chip utilization, to close up that void.

That's what I still feel in my mind and heart, anyway.

What I'm also amazed is that after a very long time, another new boss design contest has been announced, but this time, Capcom's provided participants with a base model(almost like how Mega Man 8 did with base models that time) with a long suction hose as its right arm, said to be a giant suction arm, so I'm willing to guess plenty of participants are going to throw in crazy ideas about their arm-mounted weapons.

Jon, thanks for letting us know, but I ask you this, what entry would you design for that contest if you want to partake in it? Hope you're up to stemming plenty of inspiration and fuel your artistry skills for this contest! And, have a good time with it!

14
Gaming / Re: Crater, a Sokoban clone for MS-DOS
« on: December 10, 2025, 06:22:42 pm »
At long last, Crater is finally finished! :D

Download link: Crater VGA Version 1.0

After over two years of working on and off on this thing, I'm so happy it's done and I can move on to my next game project.

I hope anyone who's interested in my humble rendition of a classic puzzle game enjoys their time with it.  ;D

Well, good for you, and congratulations on finishing your project! :) I'm sure it'll be a nice game anyone can enjoy!

What I'd think of actually enjoying is a good spiritual continuation of one of my favorite longtime past games, "Treasure Cove!", but with more original, longer and larger stages, far less repetitive grinding, bosses to face, maybe a good bonus stage or two, additional side content, and great replay value.

I mean, the gameplay formula was really good, even though its mostly about learning oceanography for young children, yes, but getting to search for gems and acquire treasure to explore the ship farther and farther by one room, despite the long grind to get a lot, that's more of what I enjoy in that game's formula. Hope it gets picked up again and made into its own better spin.

I'm not sure if you remember that game, but, I'm just saying. Maybe that could be jotted down as potential ideas drafted for your later projects.

I mean, I do love good classics and 2D platformers, but there's certain bits in my heart that have left voids time to time, craving for some more.

Anyway, good luck with your later projects!

15
I'm having this question in my mind, how can anyone see any game's maps made through Clickteam Fusion and prior versions with what tools to use?

I have no idea about their sizes, even the more recognizable games, like Freedom Planet, Aggleos, and Spark the Electric Jester. They're still yet to be documented.

Anyone with prior experience with them, any answers? I'm asking.

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