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Messages - Cyartog959

#241
Quote from: VGCartography on March 04, 2024, 08:53:16 AM
Thanks much all!

This game also has a special place for me, we had the floppy disks and the big manual and a tiny flipbook you had to use to pass the anti-cheat system where you looked up which object was on a random page. The low-res shapes and polygons made some of the creatures even more unknowable and weird, love how goofy yet sinister they are/move.

I'm not much for drawing without heavy reference material, so I used the game screenshots & tigrouind's AITD-roomviewer to extract 3d models of the actual collision in each room (basically uber-simple cubes) to get scale and layout accurate. I've been doing a similar map for RE1, hope to wrap that up pretty soon.

Well, that's great to know. Keep it up. I'm eager to see more full maps posted up to the atlas soon!
#242
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.
#243
Look, I'm a huge fan of Keith Webb's unique game series because of its own formula and the amazing artwork and stories those games gave, and I truly hate to see that potential from it gone unnoticed by too many people diverting too much time to other things, and it hurts me and his efforts for the series' acknowledgement more.

That, and his own & his company's social media accounts have been left inactive for over too long. I mean, it's been far long since any of those accounts posted anything new lately. With recent changes to the platform, its becoming more and more difficult to try and communicate him and the company in those outlets.

We need to broaden those outlets far more. And ramp up more activity, too.

Also, the series has given amazing music to enjoy, courtesy of composer, Doug Boyes from 2dB Music.

If you're unsure, the music links prove it. I know you'll love them for good listening.

"Go! Go! Kokopolo - Harmonius Forest Revenge" tracks, lately uploaded by a Youtube user, KieranX9

Hum Drum, No Drums (Intro, 3DS port exclusive) -

Kokopolo Go Kokopolo (Title) - https://www.youtube.com/watch?v=_RRwTSnhauo

Candy Salad (Menu 1) - https://www.youtube.com/watch?v=iV7u1C6nzFY

Upbeat-Downbeat (Menu 2) -

Lull a Bye Bye (Menu 3/Moon POW) - https://www.youtube.com/watch?v=mg2OJZpZli8

J Meadow (Level Theme 1) - https://www.youtube.com/watch?v=5VMlQ_XdWz0

Leafy Griefy (Level Theme 2) -

Ramblin Brambles (Level Theme 3) -

Tropical Mix (Level Theme 4) - https://www.youtube.com/watch?v=xgSDVIRNi0k

Rustle and Tussle! (Level Theme 5) - https://www.youtube.com/watch?v=DnMGvBnI9c0

Chili Con Carnival (Level Theme 6) - https://www.youtube.com/watch?v=zn7iPkAs5d8

Hoo Hoo Me! (Starfish Houdini Invincible) - https://www.youtube.com/watch?v=a2AS5o6osZ0

Hit the Stars! (Bonus Round Theme) -

Infuriate Nine Ten (Boss Theme) - https://www.youtube.com/watch?v=Hrr_TsB8024

Jumping Jinbeats (Final Boss Theme) - https://www.youtube.com/watch?v=DE9hJbCFcz4

Mischief Memories (Ending/Credits) - https://www.youtube.com/watch?v=vKSczXblqDc

And, now, the sequel's music tracks...

"Go! Go! Kokopolo 3D - Space Recipe for Disaster", uploaded by another Youtube user, Jeremy Candra...

Snoozin' Cruisin (Intro, composed by Seb Burge) - https://www.youtube.com/watch?v=NczSZIQ0wCQ

Go, Kokopolo! (Title) - https://www.youtube.com/watch?v=lXJZc54hfbw

Frantic Atlantics (Level Theme 1) - https://www.youtube.com/watch?v=A4DaPiqvQPc

Kickin' Cosmos (Level Theme 2) - https://www.youtube.com/watch?v=RRM9m-gPJSQ

Pickpocket Pick-Me-Up (Level Theme 3) - https://www.youtube.com/watch?v=c58iAmN0hm0

Sugarcane Space Train Mix (Level Theme 4) - https://www.youtube.com/watch?v=S0--_bZ1z80

Temper Temper Tempest (Level Theme 5) -

Wilds & Windy (Level Theme 6) - https://www.youtube.com/watch?v=qPya9qvy9_M

Victory Jingle (To Next World!) - https://www.youtube.com/watch?v=ZChULiFPrWo

Cosmic Joke (Kokopolo) (Ending 1) - https://www.youtube.com/watch?v=wi5uREg3lAo

Hip Happity Hop 2 (Ending 2) - https://www.youtube.com/watch?v=6jjNGpsjs3U

Cosmic Joke (Supreme) (Ending 3) - https://www.youtube.com/watch?v=VcGqGK1W0dM

Through the Stars (Ending 4) - https://www.youtube.com/watch?v=FNc01t5Pzuo

Hip Happity Hop (Credits) -

More people need to be aware of Keith Webb's game series, so we need to keep the momentum going.
#244
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 - https://x.com/TanukiiStudios/

Keith Webb's Twitter/X account link - https://x.com/WebbstaWebb

Kokopolo Website(may need to be updated big time to catch up to the latest game) - https://www.kokopolo.com/

Keith Webb's website - https://www.kokopolo.com/HOSTS/WEBBSTA/MAIN/main.html

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 - https://www.aseprite.org/

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 - https://www.mapeditor.org/

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!
#245
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 - https://www.youtube.com/watch?v=Q37XuOLz0jw

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 - https://tildearrow.org/furnace/

Furnace's Github link - https://github.com/tildearrow/furnace

Furnace 0.6 Release Trailer video link, for those who want to see it in action - https://www.youtube.com/watch?v=vEO_H3IqIPs

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.
#246
Map Requests / Re: Mega Man Maps
May 18, 2024, 10:55:45 PM
I would like to bring this up, for Mega May Month.

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

If anyone's up to it, please chart out maps of Mega Man 11.
#247
Map Requests / Re: Maps to Cover...
May 18, 2024, 07:48:50 PM
OK, I've got more games up for later coverage...

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

That being said, here they are!

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

More to be brought up later.
#248
A good job you're doing posting maps to the atlas! I like how you were posting every single secret you have found in those games! If you're going for Crash Bandicoot maps,  by all means. There's a lot more to cover.

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

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

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

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

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

- Super Magnetic Neo
- MDK 1
- MDK 2
- Fairly OddParents: Breakin' Da Rules(Console Version, GC, PS2, Xbox)
- Fairly OddParents: Shadow Showdown (Kinda curious how bigger and longer those levels are from the previous game)
- Frogger: He's Back! (PS1, PC)
- Frogger 2: Swampy's Revenge
- Frogger Beyond
#249
I think you're doing a very good job with your maps! Keep on doing it! There's plenty more to cover out there, even beyond the system you're currently choosing the games from.
#250
Quote from: G.E.R. on April 27, 2024, 09:16:13 AM
Cyberstation in Sonic Superstars has an original size 257993x19962 pixels, it's 4 times more max jpg size.
It was necessary to remove half map to bottom area of the map image.
OK...

I'm not quite fluent on this, but, what I can't grasp is the tantamount of 3D made into 2.5D for such maps to regular 2D maps in actual size, that is to say tileset & layout size wise.

I'm kinda shocked about that level's actual size, but I kinda know whatever 3D levels made kinda don't count to 2D game maps' actual length when playing them.

When viewed on any television, real handheld, or computer screen, regardless of screen ratio, the environments' 3D models closely look like how a 2D side-scrolling platform level is, but how they're viewed on the engine they're made from, you kinda spoke as if, well, they're far bigger than what we saw in-game... I think.

I just don't actually know how comparable to any actual length in their completion times, regardless of speed, when playing them. If only I could connect such comparisons between them.

I... kinda need some clarity on that matter. I'm a bit baffled.
#251
Map Requests / Re: Maps to Cover...
April 26, 2024, 07:07:29 AM
There's no rush in doing them all at once, not that I'm encouraging. Whoever is willing to do those maps, feel free.

Just in case you never heard of, seen such games, or, by chance, you've forgotten them from a while ago...

- Go! Go! Kokopolo - Harmonious Forest Revenge

- Go! Go! Kokopolo 3D - Space Recipe for Disaster

- Oscar in Toyland

- Oscar in Movieland

- Oscar's World Tour

- Chicken Wiggle

- Mutant Mudds

- Mutant Mudds Super Challenge

- Xeodrifter
#252
Map Requests / Re: Pokemon Ranger 2 and 3 Maps
April 26, 2024, 06:38:19 AM
The names for the 2nd & 3rd Pokemon Ranger games you're looking for are called "Shadows of Almia" and "Guardian Signs".

Quote from: cityleveret on January 16, 2024, 01:59:29 AM
Quote from: CrazyMew37 on February 20, 2023, 05:04:49 PM
Hello! I've been trying to search across the lands for the Pokemon Ranger Maps. Luckily, I stumbled across this Website and Found said maps! Though, I would love to have the maps of all 3 games with me, so is there anyone who is smart enough to rip the maps of the 2nd and 3rd games for me? I've tried to rip them from the games directly, but the games use zip-like folders within their roms.
Rip the map? I'm still not confident enough.
Don't think that you can't. Just build up your confidence, and, providing the necessary tools to rip them, you'll have the motivation to do it. They're all due to be seen in full, anyway.

I'm sure you can do it. Have faith.
#253
Map Gab / Sonic Advance - Sonic Colors Maps' sizes
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?
#254
Sorry to resuscitate this from long inactivity, but, I am delighted to see Bubsy's maps here. The one thing is they've still yet to be uploaded to the SNES section of the Atlas. I've looked, many times.

Hope it gets done soon.
#255
Map Requests / Maps to Cover...
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.