Author Topic: R.C. Grand Prix (SMS) original map  (Read 8068 times)

0 Members and 1 Guest are viewing this topic.

Offline Maxim

  • Hero Member
  • *****
  • Posts: 974
R.C. Grand Prix (SMS) original map
« on: January 20, 2008, 07:37:05 am »
Via http://www.smstributes.co.uk/view_article.asp?articleid=35: the original development sketch for the game's tracks:



User posted image

Offline TerraEsperZ

  • Hero Member
  • *****
  • Posts: 2306
RE: R.C. Grand Prix (SMS) original map
« Reply #1 on: January 20, 2008, 11:04:08 am »
Now *that* is a cool find, even though I've never seen this game. It reminds me of the developer's map for Super Metroid that was also done in pencils and showed the entire map for Zebes. I also like how you can see just how few different screens there are and yet together they managed to  make a lot of interesting tracks.



---

"With the first link, the chain is forged. The first speech censored, the first thought forbidden, the first freedom denied, chains us all irrevocably." [...] The first time any man's freedom is trodden on, we're all damaged. - Captain Jean-Luc Picard



Current projects: Mega Man V (GB), Mega Man Zero (GBA), Battletoads (NES), Sonic CD (Sega CD)
Current project that are on hold because job burnout :
-Drill Dozer (GBA)
-Sonic 3D Blast (Genesis)
-Naya's Quest (PC)

Offline Maxim

  • Hero Member
  • *****
  • Posts: 974
RE: R.C. Grand Prix (SMS) original map
« Reply #2 on: January 21, 2008, 05:55:42 am »
Now all I need to do is map the game properly.

Offline DarkWolf

  • Hero Member
  • *****
  • Posts: 638
RE: R.C. Grand Prix (SMS) original map
« Reply #3 on: January 21, 2008, 07:21:57 am »
It's cool when a piece of VG history like this manages to escape with someone and doesn't end up being filed away somewhere where no one will ever see it.

Offline Maxim

  • Hero Member
  • *****
  • Posts: 974
RE: R.C. Grand Prix (SMS) original map
« Reply #4 on: January 28, 2008, 02:46:10 am »
Almost done:

User posted image

(Has some corrupted tiles that need to be slice/spliced away.)

Offline Maxim

  • Hero Member
  • *****
  • Posts: 974
RE: R.C. Grand Prix (SMS) original map
« Reply #5 on: March 12, 2008, 01:31:08 am »
Gah. This game has an entirely unnecessary and pointless bug that means that the top 10 rows of any screen will be potentially corrupted. So I have two choices:



1. Redo the whole thing

2. Write a tool that attempts to brute-force a map into a given set of "correct" tiles (which I can obtain easily in Meka)



Both of which will take time. Grr.

Offline Maxim

  • Hero Member
  • *****
  • Posts: 974
Re: R.C. Grand Prix (SMS) original map
« Reply #6 on: September 23, 2009, 05:13:57 am »
(...18 months later...)

...or option 3, hack the game in a bunch of ways to let me drive all over freely ("walk through walls", if you will) and map the game that way. It's still a hell of a size, roughly 400 screens if you did it by hand (I probably autostitched more than 100 times that number, but it was quicker overall).


http://www.smspower.org/maxim/Maps/RCGrandPrix