Recent Posts

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21
VGMaps Social Board / Re: YouTube channel! (JonLeung1)
« Last post by JonLeung on September 28, 2025, 04:03:54 pm »

My "If Mega Man 2 Robot Masters Were Human" YouTube Short is doing extremely well (for my "JonLeung1" channel, anyway), at 41.4k views as of now.  I figured I might as well whip up another with the same concept, this time for the other Mega Man NES game that competes for being the best one... Mega Man 3!

If people like this too, I guess I have a series on my hands...
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VGMaps Social Board / What do you like about "Go! Go! Kokopolo"?
« Last post by Cyartog959 on September 26, 2025, 01:43:48 pm »
Well, since I'm still waiting for the next installment of Kokopolo to come out(and I REALLY still do hope it comes out), maybe I can ask anyone in the community that may have played these games what they like about this unique chase-'em-up series to pass the time.

Having already beaten them so far, and seen all of their endings, I should perhaps tell you a few favorites.

For the first game, I really enjoyed fighting Totemator, Maple Park's boss. It was a rather fun fight to have the totem based creature that has parts of himself sent to drive away Kokopolo/Tatsumo, but I really got to turn his segments against each other for damage, and leaving the one left to defeat him. Can't lie, really great boss to me!

The second game, Punch Castle's boss, Kintaron. It was real fun to get Tatsumo, Kokopolo's best friend who's an okapi, into a duel with that robot himself, as it was a bit exciting to dash slash against him while avoiding his attacks and his mines planted over the map! He also took 8 hits to defeat, not like others that take less, and its also what I like on bosses having to take more hits than less, regardless of series. Still, it was a very fun boss to take part in!

The funny thing to see in the first game was Kokopolo/Tatsumo get furious after tapping the Starfish Houdini on the touchscreen rapidly(it's random at times, so I keep an eye out) and go on a frenzy on him, only to end up slashing out any enemy in the way and ended up getting rid of them instead of feeding them to the SnapSnap Plant.

Finding cards in the guise of butterflies that differ on following their paths to get them is also a real good favorite, too. the challenge is where and how to follow them.

The music also have many favorites I love to listen to. The pity is there's no unlockable sound test in those games, by far, as well as needing a bit more unlockable content, including a few minigames.

I've seen a video from Jmac and Webb's series,  "Who Are the Twinsanity Developers??", and I did see what Keith's been working on. I do really love that kind of work, but I still feel he should at least finish development on his 3rd game in the series before getting to his other projects.

If more Kokopolo games were made a bit more frequently, we'd have more favorites to talk about.

His artwork and storyboards are rather lovely to see,  because its well-made, and I still can't wait to see what more he cooks up!

If any of you have played these games before, please tell us, what favorites do you have for Kokopolo?
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Map Requests / Re: Capcom's Aladdin GBA Not Up?
« Last post by JonLeung on September 26, 2025, 09:40:39 am »
Well, still sort of on topic, Capcom does do decent licensed games, and they have some great Super NES / Super Famicom games based on Disney characters.

Aside from Aladdin, other Super NES / Super Famicom ports of Disney and by Capcom on the GBA that might also be worth looking at, especially if they are different enough from their 16-bit originals, are the three Magical Quest games.

The originals:
https://vgmaps.com/Atlas/SuperNES/index.htm#MagicalQuestStarringMickeyMouse
https://vgmaps.com/Atlas/SuperNES/index.htm#GreatCircusMysteryStarringMickeyMinnie
https://vgmaps.com/Atlas/SuperNES/index.htm#MagicalQuest3StarringMickeyDonald

I've mentioned this on other forums, and it's funny how many people are surprised when I mention that there are three (or six) games, as almost everyone knows of the original, but the second was poorly renamed to "The Great Circus Mystery" (which isn't as cool, also didn't seem to be advertised or talked about much), and the third was released only in Japan.  And those that don't pay attention to handheld games don't know of the GBA ports.
(Imagine loving a game and then not knowing that there are sequels.  I seem to run into that a lot, and wonder why people simply don't know things, but at the same time, I know I keep wrongfully assuming that everyone who shares the same hobby of playing video games would necessarily pay attention to and retain all the same information that I do...)


For the GBA ones, the first is now subtitled "Starring Mickey & Minnie", instead of just "Starring Mickey Mouse", naturally because of the addition of Minnie Mouse as a playable character.  The second gets a "Magical Quest 2" title to get it to be consistent with the others, and the third gets a worldwide release and so it gets an English title.  So they all got title tweaks.

I imagine the biggest issue with Super NES to GBA ports is if they address the reduced screen resolution at all.  I know "screen crunch" is an issue when playing Mega Man & Bass on the GBA, especially when comparing it to Rockman & Forte on the Super Famicom.

When going from 256 pixels wide x 224 pixels tall (an area of 57,344 pixels) to 240 pixels wide x 160 pixels tall (an area of 38,400 pixels), you're losing 33.04% of the screen area (very close to a third!) with most of that being vertically.  Feels unfair, especially in vertical areas, or in any direction/orientation when enemies are coming at you from above if you can't see them.

I would like to see these mapped if they are different (same with GBA maps of The Legend Of Zelda: A Link To The Past!), but it's not as high a priority as seeing maps of original games, if there is a trade-off where it has to be one or the other, IMO.
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Gaming / Re: The Legend Of Zelda is 33⅓ years old today!
« Last post by Cyartog959 on September 24, 2025, 05:08:34 am »
I'll tell you what I feel, Jon.

Just a little... mind wringed.

Still, happy belated anniversary to "A Link to the Past", our very favorite Zelda classic that did more than bring joy to people.
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Map Requests / Re: Capcom's Aladdin GBA Not Up?
« Last post by Cyartog959 on September 24, 2025, 04:48:20 am »

Why would anyone even think you were responsible in the first place?

(sigh) Never mind. Just trying to keep on-topic, here.
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Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by FlyingArmor on September 23, 2025, 07:00:31 pm »
I'm new to these forums, but what I do know is that FlyingArmor does great maps, especially for RPGs.

Is Ultima: Warriors Of Destiny (NES) one of those current projects?

Welcome to the VGMaps forum, RetroidPrimeX! And thanks for the kind words. ;D

I work on it on and off whenever it strikes me to. If I had a way of walking through obstacles and over water, the mapping process would've been done a long time ago. I had a heck of a time just trying to freeze the water animations, nevermind anything else.
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Map Gab / Re: Sega Genesis Mini 2 - full map set
« Last post by RetroidPrimeX on September 23, 2025, 01:29:01 pm »
Congratulations on completing the BONUS section!

Looking forward to seeing that SEGA CD section completed, if it's possible.
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Map Requests / Re: Capcom's Aladdin GBA Not Up?
« Last post by RetroidPrimeX on September 23, 2025, 01:25:30 pm »
I won't bear responsibility for whatever LTIan's trying to stir. What he tries to do is on him, NOT me.

Why would anyone even think you were responsible in the first place?
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Map Gab / Re: Are there any maps of games with randomly generated levels?
« Last post by JonLeung on September 21, 2025, 09:12:04 pm »
I would like to see maps of all areas in a game, even those that are random.

Some examples of certain areas that I'd like to see:
-Booster Hill in Super Mario RPG: Legend Of The Seven Stars (Super NES)
-The Chrysler Building in Parasite Eve (PlayStation)

And a couple of rogue-likes from my youth:
-Treasure Mountain!: A Super Solvers Adventure (DOS, PC)
-Castle Of The Winds (Windows, PC)

The purpose of maps in general is for navigation, yes, but when it comes to screenshot maps, the graphics themselves are useful assets, and therefore, there is still value in map of a game area with random elements.

Using Parasite Eve's Chrysler Building as an example... it's accessible in the EX Mode after you've finished the game once.  If memory serves, it has 77 floors, and certain floors (like the first and last few) are not random, but the majority of them are.  The rooms - or rather, halls in this case, can go and branch off in any cardinal direction, so as you can imagine, there are many combinations, but a finite number - even a small number - of distinct hallway "rooms".  Someone could just map every possible room, perhaps with a note explaining the random nature of the floors.

One example of randomness that has been "mapped" is Dr. Mario (NES), by zagato blackfist.

The placement of viruses is random, but the number is probably fixed, or within a certain range, so the images shown on the "map" are colllections of real-world examples.
zagato's disclaimer says,
"THE PLACEMENT OF VIRUSES IS RANDOM.
THESE SCREENSHOTS ARE TO ILLUSTRATE
WHAT YOU MIGHT EXPECT TO SEE IN ANY
GIVEN LEVEL."

I think that's a great way to handle it.
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Map Gab / Are there any maps of games with randomly generated levels?
« Last post by arielbr on September 21, 2025, 07:05:06 pm »
Hi everyone,
I was wondering – has anyone ever tried to make maps for games that use procedurally or randomly generated levels (like roguelikes, for example)? Since the layouts aren’t fixed, I’m curious if anyone has come up with a way to document or “map” them, maybe by showing typical room types, tile sets, or patterns.

Is this something people here have attempted before, or is it considered outside the scope of traditional game mapping?
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