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Topics - Cyartog959

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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.

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... but the choice is all up to the people.

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?

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.

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.

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

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. I mean, much of

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 feature 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.

VGMaps Social Board / Awareness for "Go! Go! Kokopolo" Series
« on: June 01, 2024, 07:31:17 am »
If anyone in the VGMaps community hasn't heard or remembered in a while, I should bring this to your attention.

I feel I need to bring and spread more awareness of a very strong favorite game series to more people. It's "Go! Go! Kokopolo".

It's about the world's first Chase-'Em-Up starring the titular wildcat, Kokopolo, and his best friend, Tatsumo, an okapi, who gets into all sorts of crazy adventures filled with madcap mayhem of hilarious proportions.

It was made by Keith Webb, who is still running Tanukii Studios Limited today.

The first game, made for the DSi, "Go! Go! Kokopolo - Harmonious Forest Revenge". It showcases the wildcat on his own quest for revenge against Jinbe, the peaceful sky guardian, for accidentally dropping a bongo drum on the wildcat's head, and set out to cause mayhem on any in his way. The game is really, REALLY cool utilizing its own unique formula of chasing enemies down to their defeat.

The premise may be unusual for a game story, but I enjoyed it, as others have.

That game has 10 worlds, spread across 80 stages, with 20 crazy enemies to scratch and chase down, and each world ends in its own boss fight, counting to a total of 10 bosses, filled with secrets to discover!

It was loads of fun doing it. Even its own Expert Mode was rather challenging.

The key problems about that game is because of its rather tight viewport size, mainly because the DS/DSi's screen is about 256x192, and it makes people who bought that game rather tough to see where they're going and how they would react to oncoming hazards in situations. I had to deal with it, but I didn't let that deter me to finish that game. That, and the levels' layouts & difficulty changes, too.

Then came the sequel for the 3DS, "Go! Go Kokopolo 3D - Space Recipe for Disaster". It continued the wildcat's adventures, but that game brought another playable character to join in, Jinbe, to find and put together Mikosuki's tablet that holds the fabled Recipe of Immortality.

The sequel brought 10 new worlds, containing 80 new stages, and 10 all-new bosses to face. It was fun! It addressed the viewport concerns by readjusting it to the 3DS' upper screen size of 424x240, making it more easier for players to react in situations.

Now, here's where I need to speak about.

The series is far due for a brand-new installment, and the third, made for the Switch, is called "Go! Go! Kokopolo DX - Super Scratch Cat Fever".

The story, while not yet told, features its next Central Target(that's what I call non-villainous final bosses that until an actual villain shows up in a later game), a rather majestic dragon called King Z., surely guarding a giant golden egg, and it would be where Kokopolo and Tatsumo are pursuing it for themselves.

The game's set to have 10 more all-new worlds, containing 80 more all-new stages, and, as before, 10 more all-new bosses to face. I have been waiting for this very long, and that is where my concerns are about the series' constant habitual periods of inactivity come to be.

I'm far more worried about Keith Webb's habitual periods of inactivity, because those are, undoubtedly, harming the series brand and good name, as well as fans' communication gaps. I feel it has something to do with recent changes and disruptions towards particular social media platforms, mostly concerning the changes to Twitter/X to those without accounts, and that causes great concern about people and game devs like Keith Webb being incommunicado(look that word up to understand it).

We clearly need to address those communication concerns before they get worse, and I feel we all need to play our part in this.

For those curious, and for awareness spreading, here are the following links...

How Long to Beat Season 2 Episode 33, "Beating a Dead Pikachu", guest starring Keith Webb -

Tanukii Studios' Twitter/X account link -

Keith Webb's Twitter/X account link -

Kokopolo Website(may need to be updated big time to catch up to the latest game) -

Keith Webb's website -

Go! Go! Kokopolo Game Trailer -

Go! Go! Kokopolo 3D Game Trailer -

If anyone's around, please spread more awareness about this series for Keith Webb, and for his company's good will and name. We still need to support him in any way possible. Do whatever it takes to show your support for him and his series to keep it and our communications with him stronger than ever!

For those wanting to do the pixel art aesthetics the series holds, here's Aseprite to get you started.

Aseprite link here -

For those thinking of making maps for it, if anyone is inclined, here's Tiled, the map editor. I didn't think anyone could do that to there before.

Tiled Map Editor link here -

If Keith Webb's not heard of such programs, please forward those to his attention. They could be very beneficial to what he works with.

Thanks to everyone still showing support for Keith Webb, his endeavors, and the Kokopolo series as a whole! Let's keep it up!

VGMaps Social Board / Furnace, the Chiptune Tracker Discussions
« on: May 31, 2024, 05:54:58 am »
So, I don't know if anyone in the VGMaps community heard of it or not yet, but have you even tried that very amazing, and completely cool chiptune tracker called Furnace?

It is a very amazing chiptune tracker that allows anyone to make chiptune music and sound effects, but shattered known technical boundaries by allowing many chips from many game consoles, even home and handheld, we've all known and loved to this day, NES, Genesis, TG16, GB, GBA(yes, that), DS(yes, that, too!!), and many others, including obscure sound chips, too, to be played at once, and it allows duplicates of said same chips to allow greater palettes of chiptuning alike, meaning no one will have to make music of whatever same sound chips' singular sound channels alone!

The creator behind it is none other than Tildearrow. Big congratulations to that fellow for making such a cool tracker!

Sure, we do have well-known trackers people used before, but this may be one of our best yet! And, so anyone knows, I have read, and it says it is NOT meant to replace any and all chiptune trackers, so people can still use them as they want. Famitracker, Deflemask, you name it. You can still download and use them, so nothing is ever replaced. PERIOD.

With this amazing tracker, I am thrilled to see such an amazing program bridge such gaps in making chiptunes for games & beyond!

I've previously thought of such a tracker that does it in such a long time, even after seeing a particular Famitracker fork playing many NES sound expansion chips at once, but no duplicates have been allowed from there.

There's a chiptune tracker guidance video up, for those that don't feel a bit confident in how to use one, made by ButtonMasher. Only thing is there's not yet a tutorial for making sound effects in trackers.

Video link here -

The download is absolutely free, so feel free to make whatever crazy songs or sounds you want! And don't worry about audio exporting. That tracker can export them from its own .fur format into .WAV formats, and we have converters to cover whatever we need for many projects.

Link to Furnace Tracker website -

Furnace's Github link -

Furnace 0.6 Release Trailer video link, for those who want to see it in action -

So, how do you like that tracker, and how have you been making whatever music and/or sounds with it? The possibilities are truly endless!

If you have made such music and sounds, place links for us to hear.

Map Gab / Sonic Advance - Sonic Colors Maps' sizes
« on: April 25, 2024, 11:23:19 am »
Those Sonic games have been great to have their maps seen, but playing through them is more enjoyable!

I've seen Sonic Advance's maps' sizes, and I was rather a bit disappointed to see them not larger/longer than Sonic 3 & Knuckles' maps, for any skilled player could, and many have, easily conquer them in less than minutes. Sure, they're all neat, but not truly long.

Then came Sonic Advance 2, and corrected the maps' length complaints people sent by having them six times larger, and I've seen how larger and longer they all have gotten! I was completely unsure how longer or shorter they could be, because their sizes weren't documented yet, but the former turned out true, and I loved the greater, longer length!

Even Egg Utopia Zone's Maps stand at their horizontal length range in the 30,000s, which not many games did... yet.

Sonic Rush went in, later on, and gave us the more longer Dead Line Zone, beating Egg Utopia's sizes by a more couple thousand pixels longer, nearing the 40,000 range, horizontally, that is.

Ok, Night Carnival, Act 2's length reached its greater length at about 41,948 pixels wide, but Dead Line Act 2 came close as the second longest level in the game.

Later again, Sonic Colors' DS version seemed to reach its longest level status yet. That would be Asteroid Coaster Act 2, reaching it at a whopping 44,256 pixels wide, and I see how its been a long ride, so to speak. Even speedrunners tried to conquer it as fast as they could, even going under 2 minutes & 30 seconds. Very impressive.

I previously thought any 2D game(not counting Metroidvanias in the mix) could try to top what size I hadn't seen yet, because they weren't documented yet, even Freedom Planet could've been that, but given the game was run on Clickteam's MMF2 engine, I strongly doubt their maps are close to that long size, cause that engine's size limit was at about 32,767, both horizontal and vertical(which didn't seem possible for lesser computers at that time, I can understand that).

So, I ask you this, even though some aren't fond of long levels, what is it you liked best about conquering them with what strategies used to do it?

Map Requests / Maps to Cover...
« on: April 24, 2024, 04:09:31 pm »
I have been enjoying how people around here are posting many game maps, but I feel there's still loads more to cover, others not noticed to the common eye.

I have been able to pick out games from different platforms that have yet to have their maps chronicled onto the VGMaps' Map Atlas, so here's a couple...

1 - Oscar (1993, Amiga/CD32/PC DOS/SNES) Original Dev & Publisher: Flair Software, SNES Version Publisher: Titus
2 - Oscar in Toyland (2009, DS/DSiWare) Original Dev: Sanuk Games, Publisher: Virtual Playground
3 - Oscar in Movieland (2010, DS/DSiWare) Original Dev: Sanuk Games, Publisher: Virtual Playground
4 - Oscar in Toyland 2 (2011, DS/DSiWare) Original Dev: Sanuk Games, Publisher: Virtual Playground
5 - Oscar's World Tour (2011, DS/DSiWare) Original Dev: Sanuk Games, Publisher: Virtual Playground
6 - Crystal's Pony Tale (1994, Genesis) Dev: Artech, Publisher: Sega
7 - Goofy's Hysterical History Tour (1993, Genesis) Original Dev & Publisher: Absolute Entertainment
8 - Cyborg Justice (1993, Genesis) Dev & Publisher: Novotrade
9 - Bubsy II (1994, Genesis) Dev & Publisher: Accolade
10 - Go! Go! Kokopolo: Harmonious Forest Revenge (2011, DS/DSiWare) Dev: Tanukii Studios Ltd., Publisher: Room 4 Games
11 - Ed Edd n' Eddy: Jawbreakers! (2003, GBA) Dev: Climax Group, Publisher: BAM! Entertainment
12 - Freedom Planet (2014, PC, Multi-platform) Dev & Publisher: GalaxyTrail (Don't know how long their maps are, but I'm curious!)
13 - Super Magnetic Neo (2000, Dreamcast) Dev & Publisher: Genki, WW: Crave Entertainment
14 - Mutant Mudds (2012, 3DS, Multi-platform) Dev & Publisher: Renegade Kid (Seen maps, but not PNG quality)
15 - Xeodrifter (2014, 3DS, Multi-Platform) Dev & Publisher: Renegade Kid
16 - Mutant Mudds: Super Challenge (2016, 3DS, Multi-Platform) Dev & Publisher: Renegade Kid
17 - Chicken Wiggle (2017, 3DS) Dev & Publisher: Atooi
18 - Go! Go! Kokopolo 3D: Space Recipe for Disaster (2017, 3DS) Dev: Tanukii Studios Ltd., Publisher: Berries & Co.
19 - Vengeful Guardian: Moonrider (2023, PC, Multi-Platform) Dev: Joymasher
20 - Mickey Mania/Mickey's Wild Adventure (1994/6) Dev: Traveller's Tales, Publisher: Sony Imagesoft, Sega(Gen), Capcom(SNES), Sony Computer Entertainment(PS1)

Any available and all contributors are around, well, you know the drill. I know of many people's opinions of many games, even obscure games, good and/or bad reviews. I needed to make sure they're still not forgotten.

If I find more to cover, I'll update.

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