Author Topic: CLASH @ DEMONHEAD (NES)  (Read 27280 times)

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Offline Zetta

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CLASH @ DEMONHEAD (NES)
« on: March 27, 2012, 12:26:28 am »

TALKING TIME:

"I only have 1 map request to make for a long, non-linear, super-quirky-fun action game called 'CLASH AT DEMONHEAD'!!

You might have heard of it via reference in the Scott Pilgrim movie. Or maybe you've seen the 'Happy Video Game Nerd' review it before.

Here's a 9-part video walkthrough of this lengthy Vic Tokai NES game from 1989:

http://www.youtube.com/watch?v=RvYPsa1Pbrs


Can someone please make a series of maps for all 42 maps???

DOMO ARIGATO!!"

Offline Zetta

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Re: CLASH @ DEMONHEAD (NES)
« Reply #1 on: April 02, 2012, 03:39:25 am »
It's been a week now, and nobody wants to map Clash at Demonhead (NES)!?

Must be a very busy week for you guys.  :-\

Offline TerraEsperZ

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Re: CLASH @ DEMONHEAD (NES)
« Reply #2 on: April 02, 2012, 07:15:16 am »
This board should really be renamed "Map Suggestions"...

Basically, most regular mappers already have our own projects going on and so we don't necessarily have the time to start mapping whatever game people ask us to. It's more like someone *might* take interest if you suggest an interesting game and you *might* eventually get what you want. Of course, individual maps requests are more likely to be fulfilled rather than whole game because those can take quite a bit of time, especially a 'Metroidvania' game like Clash at Demonhead...
Current project:
Mega Man: Powered Up (PSP)

Offline Zetta

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Re: CLASH @ DEMONHEAD (NES)
« Reply #3 on: April 02, 2012, 06:08:50 pm »
Thanks, TerraEsperz. I realize that not all suggestions eventually get made into maps here......but I just got started playing this retro gem and would like to see at least 4 route maps. The individual routes in this game are pretty damn short.

The only routes I would really like to see mapped are Routes 1, 4, 7 and 10. They're at the very beginning of the game and are not long at all. I would greatly appreciate it if someone could sprite-map those four routes. ^_^

Speaking of Metroidvania-ish NES games, whoever mapped Faxanadu, did an amazing job! That must've taken forever.

Offline TerraEsperZ

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Re: CLASH @ DEMONHEAD (NES)
« Reply #4 on: April 02, 2012, 07:35:55 pm »
If I somehow find the time between projects, I'd like to give this a go but from what little I've seen, I'd have to exclude the enemies from the maps. The NES can be a real bitch sometimes because of the sprite limitations, and this game is no exception. Basically, the enemies always appear in the same spot *except* that all the enemies that *could* appear might not if there are already too many of them on-screen. This would make accuracy in terms of enemy placement too time-consuming to achieve.

I must say though, that the game's various routes seem to have a great variety of settings/graphics, which is always nice to see instead of constantly re-used tilesets.
Current project:
Mega Man: Powered Up (PSP)

Offline Zetta

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Re: CLASH @ DEMONHEAD (NES)
« Reply #5 on: April 03, 2012, 12:14:28 am »
I know that's what I like about this NES game. Of the 1st leg of early stages, those four routes (1,4, 7, 10) have my favorite scenery. It's a shame about the enemy placement issue, but enemy placement is not something I see as a necessity in a video game map.

Thanks for agreeing to take them on when your other projects are finished.  ;D

Offline Maxim

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Re: CLASH @ DEMONHEAD (NES)
« Reply #6 on: April 03, 2012, 02:51:38 am »
I look forward to the day when Terra finishes all his other projects...

Offline JonLeung

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Re: CLASH @ DEMONHEAD (NES)
« Reply #7 on: April 05, 2012, 08:12:22 am »
The fact that "Clash At Demonhead: prep ur yurrrz" is an anagram of "Hurry up, TerraEsperZ!  And cold ham!" is a sign that TerraEsperZ needs to get a move on and finish those projects...and to serve some cold cuts!

Perfectionism is to be praised, but if you keep slowing down at the end of each project, your work may be for naught if someone else maps them from right under you!
« Last Edit: April 06, 2012, 03:17:08 pm by JonLeung »

Offline Zetta

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Re: CLASH @ DEMONHEAD (NES)
« Reply #8 on: June 02, 2012, 10:06:18 am »
Hey TerraEsperz, it's been a few months.

How far along are you in your current VG Mapping projects??

 ;)

Offline TerraEsperZ

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Re: CLASH @ DEMONHEAD (NES)
« Reply #9 on: June 03, 2012, 09:20:11 pm »
Sorry for not stating it clearly, but I simply don't have the time to map this game, not when there are so many left for me to finish. Hopefully someone else will read this thread and take on this project.
Current project:
Mega Man: Powered Up (PSP)

Offline DonatelloQuixote

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Re: CLASH @ DEMONHEAD (NES)
« Reply #10 on: July 27, 2012, 05:02:36 pm »
So glad I checked the forums. I've mapped about half of Clash over the last few weeks, with an eye toward getting it done by the end of August. Here's a little preview of some early areas:

Note that I'm not putting basic enemies in since that greatly increases the workload, as Terra mentioned earlier in the thread.

(BTW, this is Chiasm from a few years back. You know, the nutjob that mapped out Earthbound Zero. :D)
« Last Edit: July 27, 2012, 05:02:59 pm by DonatelloQuixote »