Recent Posts

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31
Map Requests / Re: Request Listings
« Last post by FlyingArmor on June 03, 2025, 11:59:36 pm »
Is anybody gonna rip the maps from the Looney Tunes games?

In the 8 or 9 years since your last post here, you could've easily mapped most of those games yourself if you wanted them that badly. A little bit of hard work each day goes a long way.
32
Map Requests / Re: JonLeung's Requests
« Last post by LTIan on June 03, 2025, 08:24:34 pm »
Hey, Jon?

Can you add these game titles to your list?:

Bugs Bunny's Double Trouble (Sega Genesis)
Bugs Bunny: Lost in Time (PS1 or PC)
Bugs Bunny and Taz: Time Busters (PS1 or PC)
Daffy Duck: The Marvin Missions (SNES and Game Boy)
Duck Dodgers (N64)
Cheese Cat-astrophe (Sega Genesis)
Desert Demolition (Sega Genesis)
Looney Tunes: ACME Arsenal (Nintendo Wii, PlayStation 2, PlayStation 3)
Looney Tunes Collector: Alert! (Game Boy Color)
Looney Tunes Collector: Martian Revenge (Game Boy Color)
Looney Tunes Racing (PS1 and Game Boy Color)
Looney Tunes: Sheep Raider (PS1)
Looney Tunes Space Race (PS2 or Sega Dreamcast)
Looney Tunes: Wacky World of Sports
Porky Pig's Haunted Holiday (SNES)
Speedy Gonzales: Los Gatos Banditos (SNES)
Taz-Mania (Game Boy and Sega Genesis)
Taz-Mania 2 (Game Boy)
Taz Express (Nintendo 64)
Taz: Wanted (Gamecube, XBOX and Playstation 2)
33
Map Requests / Found Giana Sisters DS Maps!
« Last post by Cyartog959 on June 03, 2025, 08:14:26 pm »
This has been untouched in very long since Wario Bros posted, but, I have to bring this matter up, anyway.

I have found the entire collection of Giana Sisters DS maps uploaded onto a Fandom Wiki Page that has them!

The maps were made by a member called GianaSistersFan64, and the name is quite obvious of what a big fan of the series that member is. Many of them are not viewable unless anyone makes a membership account.

Alternatively, but fortunately, I found the same collection on The Spriters Resource uploaded by that same member, as well as a few other games' maps in the series that member did there, and they're available to see in full, rather than locked by a membership to the website.

The page to where the game's maps are is there, just below a section called "Level Maps" - https://www.spriters-resource.com/ds_dsi/gianasistersds/

Looks like that person saved Wario Bros whatever amount of  time and effort spent on doing it.

If anyone in the VGMaps community is around, please try to get in contact with GianaSistersFan64. The maps are still yet to be uploaded on this site.
34
Map Requests / Re: Maps to Cover...
« Last post by LTIan on June 03, 2025, 07:29:46 pm »
Can you add some Looney Tunes games to your list?
35
Map Requests / List of Looney Tunes Video Game Map Requests
« Last post by LTIan on June 03, 2025, 07:28:59 pm »
Can anyone get maps from these Looney Tunes Games?:

Bugs Bunny's Double Trouble (Sega Genesis)
Bugs Bunny: Lost in Time (PS1 or PC)
Bugs Bunny and Taz: Time Busters (PS1 or PC)
Daffy Duck: The Marvin Missions (SNES and Game Boy)
Duck Dodgers (N64)
Cheese Cat-astrophe (Sega Genesis)
Desert Demolition (Sega Genesis)
Looney Tunes: ACME Arsenal (Nintendo Wii, PlayStation 2, PlayStation 3)
Looney Tunes Collector: Alert! (Game Boy Color)
Looney Tunes Collector: Martian Revenge (Game Boy Color)
Looney Tunes Racing (PS1 and Game Boy Color)
Looney Tunes: Sheep Raider (PS1)
Looney Tunes Space Race (PS2 or Sega Dreamcast)
Looney Tunes: Wacky World of Sports
Los Gatos Banditos (SNES)
Porky Pig's Haunted Holiday (SNES)
Taz-Mania (Game Boy and Sega Genesis)
Taz-Mania 2 (Game Boy)
Taz Express (Nintendo 64)
Taz: Wanted (Gamecube, XBOX and Playstation 2)
36
Map Requests / Re: Request Listings
« Last post by LTIan on June 03, 2025, 06:55:19 pm »
Is anybody gonna rip the maps from the Looney Tunes games?
37
Map Requests / Re: Sega Genesis Mini 2 - full map set
« Last post by LTIan on June 03, 2025, 06:54:32 pm »
Maps I want to see be added:

Bugs Bunny's Double Trouble

Desert Demolition

Cheese Catastrophe

Taz: Escape from Mars

Taz-Mania
38
Gaming / Creativity Towards Mini-Bosses
« Last post by Cyartog959 on June 03, 2025, 05:14:04 pm »
Well, the one other thing I would like to talk about mini-bosses are the thought, effort, heart, and, oftentimes, soul in giving mini-bosses their unique, original designs... along with making them not too repetitive in their appearances.

The Mega Man and Kirby series do have many games that feature mini-bosses, though their amounts and originality really differs.

Many Mega Man games have mini-bosses, but only in select stages, not in each. The one thing is some are fought more than once mid-way through select stages, even with hazards place in to make these battles a bit tougher, like Paozo from Mega Man 9, fought not once, not twice, but THRICE in Concrete Man's stage, all in a row. Granted, that game was made for WiiWare, as well as PSN, and XBLA, and that's fine by me, but still.

Being that many were made for NES, SNES, and PS1(despite the CD's storage size that could've guaranteed some more, then), it seemed like there weren't much, due to the former's carts holding little space for game content at the time, even on SNES because the sounds are comprised of recorded DPCM samples, at least until Mega Man Zero, ZX, and ZX Advent, had a bit plenty more in these games.

Mega Man 11 was first game in the whole series to have a mini-boss fought in each of its main stages, and that gave me some satisfaction in fighting them in their own chosen stages. I fought them, and it was more fun.

Kirby's Dream Land, the first Kirby game, debuted mini-bosses, Poppy Bros. Sr., Lololo, and Kracko Jr., all original, and Kirby's Adventure introduced many new mini-bosses that went on to become recurring in many games to come, such as Bonkers, Mr. Frosty, Grand Wheelie, and Bugzzy.

What I don't find it select games in that series trying to make any regular enemy a mid-boss, like Waddle Dee, for instance. Sure, it may seem like any one enemy's trying to prove capable of being one, but it doesn't do any good being original, nor uniquely creative.

We had more new mini-bosses in later games, but others weren't chosen to reappear, like Batafire, Bombar, Gao Gao, Miasmoros, Water Galboros, Super Bonkers, Box Boxer, Big Metalun, Tedhaun, Rolling Turtle, Boxy, and Phan Phan. King Doo, Blocky, Gigant Blade, and Kibble Blade did reappear, but I feel they're more better favorites chosen for their reappearances as somewhat of a priority than having new mini-bosses to fight.

Kirby: Mass Attack does have mini-bosses, mostly unique, others slightly.

Super Kirby Clash have different variants of select mini-bosses and regular bosses, being mostly about battles and such, being a spin-off; Kibble Blade was given, Frost Kibble Blade, Bonkers was given Spark Bonkers, Kracko was given Venom Kracko, and Gigant Edge was given Gigant Edge was given Ignite Edge, and Ice Dragon was given Electric Dragon. all neat variants with designs that stood them apart.

Here's image links about their concept art...

Venom Kracko and Frost Kibble Blade - https://cdn.wikirby.com/b/b7/SKC_Venom_Kracko_and_Frost_Kibble_Blade_concept_artwork.jpg
Ignite Edge, Spark Bonkers, and Electric Dragon - https://cdn.wikirby.com/7/72/SKC_Team_Elementrio_concept_artwork.jpg

What I find quite disappointing from Kirby: Star Allies, and Kirby and the Forgotten Land is that they only have one new, debut mini-boss, whereas all the rest are just recurring mini-bosses from past games, the latter given "Wild" re-appearances. I can easily recognize their designs.

I'm feeling in my mind sometimes the designers behind Kirby are kinda having their own creative blocks in trying to create new minibosses in new games. Its a bit worrisome because it takes away brevity, and it doesn't add much to the series' overall bestiary total.

Zelda's Tri-Force Heroes' worlds in The Drablands all have mini-bosses fought at the end of their second dungeons, being stronger variants/alternatives of past and recent monsters, such as Electric Blob King from Buzz Blob Cave, Electric Blob Queen at Abyss of Agony, Freezlord at Snowball Ravine, Grim Repoe at Palace Noir, and Gigaleon at Deception Castle.

The reason they were not fought again in later dungeons is because they were given their own designs to stand out from normal monsters, and it keeps the game's brevity and ensures no single mini-boss gets fought more than one time. I find it enjoyable to fight unique mini-bosses without having to face them too many times or as downgraded enemies.

SMALL FACT: All the bosses, even the mini-bosses, were all designed by Grezzo's designer, Mikiharu Oiwa. That was confirmed true by that designer's answer via a post in Miiverse, while it was up.

I don't know if its more tougher to create new mini-bosses than normal bosses in new games, despite the more available RAM memory and stronger CPUs guaranteeing lot more than just bigger 2D levels and more mini-bosses to place them in, which I really like, but I think it shouldn't be. We have loads of tools, programs, and inspiration sources to create them. The matter is utilizing and harnessing them.

I felt like speaking more about them because their attention should be given more.
39
Gaming / Re: Vertical loop glitches in Sonic Superstars
« Last post by Archibald on June 02, 2025, 09:57:54 pm »
The issues with sloppy seams and unreachable rings showcase the challenges developers face when trying to innovate within a 3D space while maintaining the fluidity that 2D games naturally achieved.
Thank you
40
Maps Of The Month / 2025/06: Jurassic Park: Rampage Edition (Genesis) - Vertigo
« Last post by JonLeung on May 31, 2025, 09:30:23 pm »

For this month's "Maps Of The Month" featurette, I wish to draw your attention to Vertigo's Jurassic Park: Rampage Edition (Genesis) maps.

Who would want to return to Isla Nublar?

In an alternate continuation to the original Jurassic Park, while Dr. Alan Grant escapes in an InGen helicopter, he spots another InGen helicopter with an armed team of field agents arriving on the island.  He deduces that they are there to recollect eggs and DNA samples for nefarious purposes, perhaps starting another Jurassic Park or creating an army of dinosaurs. Grant reaches for the helicopter radio to warn the Costa Rican army that is already there intending to destroy the park, but a fight with the InGen pilot causes it to crash back on the island.  And so, Grant's adventure on Jurassic Park continues.  (Now with more rampage, apparently.)

As with the first Genesis Jurassic Park game (which Vertigo has also mapped), Jurassic Park: Rampage Edition can be played with one of two characters, either Dr. Alan Grant or a velociraptor.  Though many of their stages are similar, the order differs slightly, and there are some landscape differences, as well as the placement and types of enemies and items, depending on who you play as.  Vertigo mapped out both Grant's and the raptor's stages, as well as both marked and unmarked, if you like to be able to see the enemies, items and weapons, or if you'd rather take in the quiet natural beauty of Isla Nublar without distraction.  That means Vertigo mapped some of these areas FOUR times!  It's a good thing that this game looks great, and Vertigo sure did it justice.

So to recognize the effort put into these maps allowing us to survive Jurassic Park again, Vertigo's Jurassic Park: Rampage Edition (Genesis) maps will be known as VGMaps.com's Maps Of The Month for June 2025.
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