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Messages - Cyartog959

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1
Hey, I just had a little realization about the "Boos" from that game...

Those Boos in that game are not alike the regular Boos with their menacing faces. The Boos I've seen in Sirena Beach's Hotel Defino are kinda a different branch of 'em, and judging from their actions, I'd say they're quite more on drooling and scaring people than normal Boos, and their name that is shared is not quite original.

Even their branch's leader bears the same name, "King Boo", and I don't find him the one and the same King Boo Luigi thwarted time and again.

I feel they should have a more fitting, distinct name among the other varieties. Given their obvious nature, maybe they should be called "Slob-Boos", and their leader, "King Slob-Boo", just like how Super Mario 3D World finally gave the once long-dormant variant of Goombas from Super Mario World, "Galoombas". It combines the two words, "Boo" and "Slobber" together, because, well, they tend to slobber a lot, even their king. Makes it more original sounding that way.

Neat distinction, yes?

2
Map Gab / Re: Sonic Advance - Sonic Colors Maps' sizes
« on: September 16, 2025, 06:57:07 am »
I think this quick-way gameplay can may have a bad influence on people and lead to excessive haste in the live. I noticed one strange feature when I explore a tourist object or go through a forest route as soon as quickly not clear why. This is useful when it need to pass the distance in 16+16km from a bus stop through the forest to cave, exploring this cave and come back and 'finish' within 6 hours to catch the bus, but I noticed that in this mounth I thied to explore castles or river valley quickly/as soon as possible (is not clear why).

Uhhh...  ???

I don't think it was related to the topic I'm talking about here. I also mentioned there's no Super Sonic option to play through regular Acts in these games.

3
Map Requests / Capcom's Aladdin GBA Not Up?
« on: September 12, 2025, 11:20:33 pm »
I couldn't help but notice that there's a GBA port of Disney's Aladdin not present in the Atlas.

I already saw the maps from Capcom's take on Disney's Aladdin game on SNES, but did anyone here not notice that the game got a GBA port? I did.

What I saw from a few longplay Youtube videos online, that game's GBA port is mostly the same, but there's numerous changes, such as having one additional area in each stage, and all the 70 red gems relocated to accommodate them, barring the "Whole New World" carpet ride stage labelled as a bonus stage, which I kinda feel is not one at all, the extra actual bonus stages, like one where you land the Genie's face during the "Break Time" bonus game that gives you a chance to gain more goods, but ends shortly if you take a dead end with an extra life in it, replacing the password system with an actual game save, and the removal of Alan Menken's songs, "Friend Like Me" and "A Whole New World", replaced by all-different original themes, due to additional costs from that movie composer, I'm guessing. They're rather neat to listen, though. One upside, you don't have to turn off the handheld to replay it all over again after seeing the credits and being stuck there until then.

Overall, the adventure to thwart Jafar's Agrabah conquest still remains the same.

The additional areas in each stage does address a few complaints about the game being quite too short, in my perspective, and the additional changes do make the game a bit more enjoyable.

If any mapper's interested, the port's maps are needed to be seen.

4
Gaming / Re: Silksong's Launch is Nigh! Excited?
« on: September 09, 2025, 11:25:30 pm »
Pretty excited to see what TC has cooked up. Even if it's more of the same, HK was one of my favorite metroidvanias. Only thing I'm dreading is how difficult the optional lategame stuff will be, based on some of HK's insane challenges...

You mean challenges like the "White Palace", or the "Delicate Flower" quest? I have a feeling their challenges may be a bit more tougher for Silksong this time around. Better strengthen your endurance and determination, pal. You'll need it.

"Guacamelee! 2" was quite more of the same, the moves and such, but that didn't stop me from having loads of fun. Longer and  tougher, yes, but still fun. And, before many Metroidvanias were made, loads of people enjoyed more of mostly the same hi-speed 2D adventures of Sonic the Hedgehog, and there weren't many complaints about it.

Even I enjoyed it all, and I still don't gripe about the later 2D Classic Sonic games being quite the same(well, maybe more should continue along the treads of Mania's, but not the anniversary themes, to say). Its the material and substance that matters in each game, on the inside.

On a small note, the game's RAM requirements for the PC version is more or less the same as HK's, but I think its more leaning towards 8GB of RAM than HK's 4 to 8GB. My one guess, its to accommodate for the larger world, Pharloom.

You know, a bit unrelated, but, so far, many Metroidvanias have used about 4GB, to 8GB, and sometimes, even 16GB of RAM for creating big worlds, but not a one has yet to reach about 24GB or 48GB of RAM(yes, I know the shocked feeling you got, go ahead).

I mean, not that they cannot reach it, but I'm just saying. All the loads of RAM memory we got and it may need to be put to use in creating larger Metroidvania maps... at least, sometime soon.

Think about it.

To compare, "Noreya: The Gold Project" uses about 8 to 16GB of RAM, providing two rather large worlds based on choices on path allegiances, one for The Path of Light, the other for The Path of Gold.

In short, they're about roughly twice as much as any Metroidvania world put together.

Well, hope you have fun!

5
VGMaps Social Board / Re: Sonic 3 Unlocked, Act Transitions, A Blog Series
« on: September 09, 2025, 12:49:20 am »
Thanks for sharing, the Sonic 3 Unlocked series is a fascinating deep dive into how the game achieved seamless stage transitions on the Genesis, and it’s a great resource for anyone interested in game coding or level design.
You're quite welcome! I wonder how such coding can be readjusted to commit stage-to-stage seguing beyond Act 2 in a Zone, and so on?

As far as I saw before, I think Retro Engine got that continued in Sonic Mania, and I also think Hatch Game Engine does it too in Sonic Galactic.

Even Freedom Planet, as I actually recall from memory, replicated that kind of Act-to-Act seguing when I first saw the video showcasing its first stage, Dragon Valley, that is, when it was a Sonic fangame at the time. I was very impressed it took on the kind of formula from Sonic 3's both halves, whereas most Sonic fangames followed on those of either Sonic 1 or 2, which doesn't have seamless seguing in stages.

I did get the video link, actually archived by Iceland's/Iceland's Old Channel, due to that original from its original user's video being shuttered into privacy quite some time before the game's launch. Thankfully, for its preservation, that YouTube user was able to secure it for anyone to watch it again.

Here it is - https://www.youtube.com/watch?v=z_32k_5gWmc

Maybe there should be a video tutorial series centered on coding stage seguing in games in the fashion of Sonic 3, for those interested.

6
Maps Of The Month / Re: 2025/09: SOS (Super NES) - Tropicon
« on: September 02, 2025, 01:15:04 pm »
Yeah, it is rather a bit disappointing for the PS1 sequel not to be globally launched.

I would like to say this. That SNES game is one of the few, if any, that uses all of Mode 0's 4 available background layers, because it wasn't used more often due to its limited capabilities, compared to other games using other modes, even Mode 7.

Makes you wonder how and why many SNES games' backgrounds in many stages appear to be vertically static in place while they move horizontally, not doing both at once.

A bit disappointing that we don't see many SNES games use Mode 0 to utilize its 4 layers at the time.

7
Gaming / Silksong's Launch is Nigh! Excited?
« on: August 31, 2025, 03:09:03 am »
Well, the launch of "Hollow Knight: Silksong" is only days away, and loads of people are really itching to venture through all of Pharloom with Hornet taking the reins as the main heroine in the sequel to "Hollow Knight".

I'm just really glad Team Cherry's able to put the brakes on delaying the game again and again while working in absolute silence, after so long. Complete lack of communication really hurt so many people eager for at least a few updates on its progress.

What previously started as a planned campaign after backer funding, it went into becoming a whole game in itself, because of its increased size, scope, and length. Team Cherry's minimal staff creating a far larger world compared to the previous did also contribute to said delays, but, out of my opinion, they could have, and perhaps, probably would have, avoided much of it if a few more people were brought onboard to help out and guarantee a more sooner launch date, but their choice for doing all that solo dev work is their choice. Not pinning any blame, though.

Team Cherry's got talent, but more people may be necessary for their later projects. Just saying.

Hollow Knight's come quite far, and despite the long wait for Silksong, people are really thrilled to play that game and enjoy so many additions, not to mention exploring a more bigger map than Hallownest's.

With this, of course, the process of mapping all of Pharloom will once again be done by the one mapper that did Hallownest's, Theembracedone. I'm sure those of you in the VGMaps community remember, as well as the praise Team Cherry gave for it.

However, as much as Theembracedone would really have the honor of mapping it with the same tools and programs to do it, I feel it may be on wait, due to that mapper being occupied with work on the choice-making, mystery, mature horror-induced, visual novel, "Where Birds Go To Sleep".

That is not to say Theembracedone has to do it alone this time. Any mapper, if willing, can feel free to contribute to the process, so it would be done in less than years' time. I do commend that mapper doing Hallownest, but a little help now and then is needed, and given the increased size of Pharloom's map, that may be a necessary requirement. The more volunteers, the better, I say.

Who's looking forward to playing it, as I am on the former, and mapping Pharloom, if any for the latter, may volunteer to it?

8
Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« on: August 27, 2025, 03:33:18 pm »
Really neat that you're getting to other PS1 games that are in need of mapping, even if those have been other platforms and PC.

You're certainly trying to go a bit widespread on many games, even "Ape Escape", "Crash Bandicoot" games, and even "Toy Story 2". Well, no matter what, can't wait to see loads of them mapped!

Wonder how huge or long MDK's maps were at the time before MDK2?

9
Map Requests / Re: List of unmapped NES games
« on: August 25, 2025, 10:57:20 pm »
I think it's possible to speed up the our NES-mapping process by using Cheat Engine codes, this is my method which I use rip 2D-maps (usually).
First need to find values for X/Y player position and set hotkeys somethink like this:
Code: [Select]
[i]Presskey "DEL" decreased X_pos value by 160 pixels
Presskey "PG DOWN" increased X_pos value by 160 pixels
Presskey "HOME" decreased Y_pos value by 100 pixels
Presskey "END" increased Y_pos value by 100 pixels
Presskey "INS" freeze X_pos and Y_pos
Presskey "PG UP" unfreeze X_pos and Y_pos[/i]
Then find values for player health/weapon ect and freeze them. This will give free movement on levels without player hit.
Maybe it can be usefull for some difficulties/problem games?

A good solution for those shedding time on doing NES maps. Wonder if other platforms besides NES use same or different methods for free movement on stages without damages/map changing/event triggers in their games' coding by reaching certain one/two-way entry/exit points in them to guarantee more familiarly efficient mapping via Cheat Engine. Is it the same as what you explained, or quite different on others?

10
Map Gab / Purrfect Collection is Nigh, and a bit more
« on: August 23, 2025, 01:18:30 pm »
Just a heads-up, but, the long-anticipated Bubsy Purrfect Collection is just days away, and I for one am thrilled to see it coming!

It's a joy to see just about every game from Bubsy's past come back to the hands of fans once again, and that's including the rather obscure Jaguar game, "Fractured Furry Tales", and the infamous installment, Bubsy 3D, but the game's getting new improvements to ensure there's no direct repeat of why it went down as one of its badly-received 3D games in gaming history(and I don't blame that not much couldn't be fine tuned in time for its launch at that time).

A bit to relate on Bubsy 3D, it's getting a somewhat sequel, and the name may kinda sound like an April Fools joke, but believe me, it sure is not; "Bubsy 4D", made by an indie studio, Fabraz, and published by Atari.

Its story centers on Bubsy facing, once again, the Woolies, up to stealing yarnballs and Bubsy's Golden Fleece again, the very item Bubsy took back from the end of "The Woolies Strike Back", but this time, they're absconding the flocks of sheep on his planet to force them to steal it. However, they underestimated the sheep, because they revolted against them and are attempting to fight back the Woolies by building their own weapons, the "Baabots", to steal away the Fleece for themselves. Once again, its up to Bubsy to step in and save the Golden Fleece and his planet from their madness, but doing so won't be easier for him this time, because he's got two enemies in their newly-formed two-front war between them.

Needless to say, Bubsy's got a few new tricks up his sleeve for that game(alongside minor cosmetics, including the model from Bubsy 3D), including one ability to become a rolling hairball... sorta. In fact, that strongly reminds me of how Homer Simpson did his "Homer Ball", the power that can turn into a big ball of flab, from "The Simpsons Game", only Bubsy's weighing far less than everybody's favorite goofy, albeit notably rotund, but family protective and good-hearted, family man.

The newest Bubsy game's level amount is, well, once more, going to have 3 different planets, each having 5 levels, for a total of 15 levels, and, to guess right, new bosses are fought in the end of each planet's final level.

I think many of Bubsy's games' amounts on their worlds, levels, and bosses may need to be stepped up beyond that said repeated amounts.

If anyone asks, I wasn't too fond of "Paws on Fire" because the unnecessarily placed Bit Trip rhythm-based gameplay doesn't really suit the bobcat, me, and plenty of others, quite well. Sure, it was neat to take down Oinker P. Hamm again, and it was nice to see many of the characters from Bubsy II and the Bubsy TV pilot show up in the game, but I still felt that kind of rhythm-based gameplay should've been kept out in that.

While I do enjoy Bubsy's adventures, and I know that its not so bad to slightly experiment a bit differently now and then(but not far too much that can deviate away from its true roots), I still would've felt they were quite more in-line with its past 2D games, in hi-bit format, because, well, so many people grew up playing them, and Atari's present CEO, Wade Ross, thinks and believes that, to quote "the last thing anyone wants is a really generic platformer".

Really? "Generic"? In Bubsy's games? The majority of our gaming audience grew up playing and making 2D games, before and after Bubsy was made, and many still do today, because as long as imaginations sticks around, and great creative spirits are within us, NOTHING is ever completely generic in 2D games! I still love them! It all only depends on keeping them coherent to their original vision and their teams working well and in-line, too. I think his tastes on 2D games are quite off-kilter, as others', so far.

And, so far, there's not yet a 2D Bubsy game that had its levels made longer and larger than the past games' maps. The basic tech used to make them has increased greatly, so why not go for it?

Nevertheless, for those willing to get back to Bubsy's past adventures, they're probably gonna feel a bit rusty on level route memorization, and the games' maps are still yet to be charted.

11
VGMaps Social Board / More Kokopolo Images
« on: August 17, 2025, 02:21:42 am »
I was able to find images about the first Kokopolo game that had Developer Diaries covers from NGamer's magazines through the months, from Oct 2008 to Apr 2009, before it became a DSiWare game, and then its post-launch article in Sep 2011 after its launch. They have W.I.P. screenshots, stage layouts, complete with placeholder tilesets, and sprites of the game at the time, and many of Keith's interviews printed in them.

If you look a bit closely on the 4th Developer Diary at the bottom-right of the image, you'll find a potential box cover of the game when it was targeted for DS in physical, with Kokopolo in it. That exact cover would be updated twice, the first time to remove the whiskers and accommodate the DSiWare addition, and the second time to reflect his recognizable design and added Jinbe in it for the 3DS re-release(still not seeing Tatsumo in it, though).

Take a look at them.













There's even artwork about All-Gen Gamers featuring Kokopolo's characters Keith made as tribute to it.


12
Gaming / Re: About "Hatch Tales"...
« on: August 15, 2025, 02:29:52 am »
Ever wonder why some games flop despite talented developers? I think it's because the vision isn't clear or cohesive. I once worked on a project where everyone had different ideas, and the final product was a mess.
Ooh... Sorry you went through some chaotic disorganization for that project. Guess they didn't follow some order and organized control on its vision through its development process. I could guess a few factors that contributed, such as scope-creeping, if its a game, but what else is new?

From my familiar experience in waiting too long to see Hatch Tales finished after all this time, its director delayed it so many times after diverting focus away from its development and put its development process into complete disorganization. It upset many backers after donating their pledges during its KickStarter campaign and gave up hope waiting for it to be released in disappointment.

It was meant to be a redoing of "Chicken Wiggle", the 3DS original game(not that the game ever needed one a short time after its launch), complete with extra bonus levels, even with its own theme, and a new campaign featuring Holly and Max, from Mutant Mudds, having his own adventure, too, that was ALL PROMISED for its launch, but Jools, its director, pulled EVERYTHING from it all, and STARTED OVER by axing EVERYTHING he and his hired contractors worked on and off for long, and making it just about Hatch trekking through Talonreach to stop Nazar's chilling ambitions for the kingdom, and leaving only most of Chicken Wiggle itself as its only hidden unlockable.

If anything, a game director IS responsible for managing organization and keeping game development well in order, retain any game project's coherency to its original vision, make sure the team/teams stay in-line to ensure its completion, and try their very best to minimize delay, unless necessary, not for excuse-making reasons, especially if it gets backed through a crowd-funding campaign and cannot disappoint backers that pledged to it.

I feel your kind of disappointment, pal, about the chaos you went through. If Jools continues that kind of chaotic disorganization for his game dev line of work, I worry of how he could maintain goodwill to the fans of his games, as others.

13
VGMaps Social Board / Happy Anniversary, Kokopolo!
« on: August 11, 2025, 09:31:54 am »
It's Kokopolo's debut anniversary today, and I felt showing some artwork to celebrate this day. (I can only give video links for the moment, unless I learn how to display actual videos from YouTube here. Sorry.)

The first game's artwork


Here's some links from Mediafire, courtesy of a user, "Goldmetalsonic", by request of sharing artwork of the first game in 2011 via NeoGAF.

The playable characters, Kokopolo and Tatsumo...
https://www.mediafire.com/view/ykdu2niqs450ylr/01_KOKOPOLO.jpg#
https://www.mediafire.com/view/54ptm5lrselvoqb/02_TATSUMO.jpg#

The SnapSnap Plant
https://www.mediafire.com/view/by1yirt7n363eh2/SNAPSNAP.jpg#

The 20 enemies appeared in the games so far(really would like some new enemies now and then)...
https://www.mediafire.com/view/5dpjparbihxssd1/01-PAPPYO.jpg#
https://www.mediafire.com/view/82h45i6chussd6l/02-HAWANUTS.jpg#
https://www.mediafire.com/view/ibw5k4ulqrz4h4q/03-MERRIKET.jpg#
https://www.mediafire.com/view/fytf8bsavylrtvr/04-TROPAKAHN.jpg#
https://www.mediafire.com/view/d4bth7z8idhiyyh/05-LUPAWAII.jpg#
https://www.mediafire.com/view/rlx9apnn7x1r6l9/06-CHICKABOOM.jpg#
https://www.mediafire.com/view/4m0uaa83ihwqyiu/07-PONPORUU.jpg#
https://www.mediafire.com/view/aqk7fplisnsin82/08-THORNOPIO.jpg#
https://www.mediafire.com/view/xmiasd1oydejd48/09-STUNION.jpg#
https://www.mediafire.com/view/decs5bnerk10vdb/10-KASANOBARKA.jpg#
https://www.mediafire.com/view/q8m19mwfovvy3wy/11-MOGUMA.jpg#
https://www.mediafire.com/view/xobozm9q0ahf188/12-STARPHID.jpg#
https://www.mediafire.com/view/zr8hj8kezbv4vye/13-STARPHAT.jpg#
https://www.mediafire.com/view/g1yf5keg53fjjfl/14-POWPIPER.jpg#
https://www.mediafire.com/view/xgi92byz1g0mybp/15-KURAKURA.jpg#
https://www.mediafire.com/view/o6c0neod3en0eoz/16-COCANOISE.jpg#
https://www.mediafire.com/view/qtcgcqb8ghjgesc/17-TOPLOCANO.jpg#
https://www.mediafire.com/view/88tkfff4cr6bkad/18-ROCKTOPUS.jpg#
https://www.mediafire.com/view/dobmdd00w8lxbov/19-DIZZYLINE.jpg#
https://www.mediafire.com/view/x1a99o1nwa9x5ka/20-SPACEMANBOSCARO.jpg#

The first game's bosses...
https://www.mediafire.com/view/m51bphpaivwqk7k/A_SACRATOPS.jpg#
https://www.mediafire.com/view/ogx1cfetwesdvdl/B-OAKLEYPOKLEY.jpg#
https://www.mediafire.com/view/avwa4488z8d2633/C_RAIKU.jpg#
https://www.mediafire.com/view/4z4d43sxa3e1osz/D_TOTEMATOR.jpg#
https://www.mediafire.com/view/2x3b3hqqeej51bc/E-PICCOLOCO.jpg#
https://www.mediafire.com/view/91slgaga4c045h3/F_PEKTAIL.jpg#
https://www.mediafire.com/view/vgxhihb0j448bhk/G-BURNSIDES.jpg#
https://www.mediafire.com/view/8l4zm41z3xirl2q/H-PANDORA.jpg#
https://www.mediafire.com/view/tvrzv4chsels2m7/I-BABABOOM.jpg#
https://www.mediafire.com/view/fip9xwaxkofse95/J-JINBE.jpg#
https://www.mediafire.com/view/4gzv202x2e1rl37/CHOMPCHOMP.jpg#

Houdini Starfish
https://www.mediafire.com/view/43q74894keg2g2j/HOUDINI-STARFISH.jpg#

Astrobug
https://www.mediafire.com/view/1dbuq1h1xyu7b0l/ASTROBUG.jpg#

The Sun and Moon POW Brothers
https://www.mediafire.com/view/286pcy4vy3op668/POW-BROTHERS.jpg#

I have a few maps of the two games Keith showed as part of the 10th anniversary run. Mind you, two of them are in jpgs, the rest are pngs. I didn't do any map ripping, so you know; Keith just only provided them.

Here they are!









Here's the bosses of Kokopolo 3D Keith Webb made when it was in the works in 2012, a very short time after it began in June 2012(still would be nice to see clean versions of these bosses).

SCARECLOWN

DUST RA RA

KAMALOON

JITSTAR

KINTARON

CACTUSK

BANDOZA(Incorrectly spelled as "BANDOZER")

SHINTOTO

ROCK A TOCK

MIKOSUKI


Here's Kokopolo DX's Logo and Cover Artwork for those who want to see.




There's some artwork about the game's development history when it was targeted for Neo Geo Pocket Color, before it was changed and moved to Game Boy Advance, DS, and finally, DSiWare. Let me tell you, I have never seen it before now, and it is amazing! Take a look!

KOKOPOLO SKETCHES 1

KOKOPOLO SKETCHES 2

KOKOPOLO LINEUP

KOKOPOLO BOSS LINEUP


Keith pondered if he could make a new Neo Geo Pocket Color game for it as a de-make, but I would honestly feel it should be a prequel, fittingly called "Go! Go! Kokopolo Pocket", centered on how Kokopolo and Tatsumo became best friends and how their adventures began, before the DSiWare debut. And, the handheld should have new second screen hardware add-on created that acts as a precursor to the DS dual-screen gameplay.

If I could see the finalized artwork of all of Kokpolo DX's bosses, I'd show them to you here.

Keith made a very well-known favorite artwork centered on the Wii's Virtual Console's commemoration. Here's the image called "Hyper 8-Bit Memories"!



There's a video review about Kokopolo 3D after its launch. Here's the link - https://www.youtube.com/watch?v=oc5VkWvOePo

If Keith could stop by, he'd know I was doing good at bringing more attention to the series. Maybe he'd come by sometime, if he's able.

If you like to see some insight about him and his pal, Jmac, there's a video here. If you want to watch the whole thing, go ahead. The timestamp for Keith's projects in the works is 19:20, if you want to skip to it. Here's the video's link - https://www.youtube.com/watch?v=ViFp0M1EyC8

If anyone here wants to do some celebrating about the series, feel free.

14
Map Requests / Re: "Tom and Jerry: Frantic Antics"
« on: August 03, 2025, 11:30:01 pm »
Well, it is really nice to have you in the VGMaps community, and I'm really glad you share the forum's love here! I'm sure you'll enjoy some time hanging out here! Welcome!

And, yes, the process can be oftentimes long, depending on maps' sizes, but, with building endurance and confidence, you'll get the hang of it in no time.

Once you have all the game's maps finished, which is always nice, you can submit the maps to the site so it can be seen in the Atlas very soon.

15
Map Requests / Re: Maps to Cover...
« on: August 02, 2025, 11:15:47 pm »
OK... More I've got in my next list, and many may lean to games that are more mature, licensed based or not. Many are from Xbox and other platforms not visited a bit frequently today.

81 - Shrek/Extra Large (2001/02, Xbox/GameCube) Dev: Digital Illusions Canada, Publisher: TDK Mediactive
82 - Batman Begins (2005, GameCube, GBA, PS2, Xbox, Mobile) Dev: Eurocom (Consoles), Vicarious Visions (GBA), Kiear Games (Mobile), Publisher: EA Games, Warner Bros. Interactive Entertainment
83 - Harm's Way (2010, X360) Dev: Bongfish Gmbh, Publisher: Microsoft Game Studios(from Unlock XBOX '10, finalist entry)
84 - Azurik: Rise of Perathia (2001, Xbox) Dev: Adrenium Games, Publisher: Microsoft Game Studios
85 - Shrek The Third Game (2007, X360, Wii, PC, GBA, DS, PS2, PSP) Dev: Amaze Entertainment(PC, Consoles), Vicarious Visions(GBA & DS), Publisher: Activision
86 - Nightcaster: Defeat the Darkness (2002, Xbox) Dev: VR1 Entertainment, Publisher: Microsoft Game Studios
87 - Men in Black II: Crossfire (2002, PC) Dev: Wild Tangent, Publisher: Sony Pictures Digital Entertainment
88 - Alien X (2000, PC) Dev: The Groove Alliance, Publisher: Shockwave
89 - Reign of Fire (2002, PS2, GameCube, Xbox, GBA) Dev: Kuju London(consoles), Crawfish Interactive(GBA)
90 - The Simpsons Game (2007, Xbox, X360, PC, PS2, PS3, Wii, DS, PSP) Dev: EA Redwood Shores(Most consoles), Rebellions Developments(PS2, PSP, & Wii), Amaze Entertainment (DS)
91 - Pocketbike Racer (2006, Xbox, X360) Dev: Blitz Games, Publisher: King Games
92 - Big Bumpin' (2006, Xbox, X360) Dev: Blitz Games, Publisher: King Games
93 - Sneak King (2006, Xbox, X360) Dev: Blitz Games, Publisher: King Games
94 - Spare Parts (2011, X360, PS3) Dev: EA Bright Light, Publisher: Electronic Arts
95 - Driver: Renegade (2011, 3DS) Dev: VD-Dev, Publisher: Ubisoft
96 - Re-Volt (1999, N64, PS1, Dreamcast) Dev: Acclaim Studios London, Publisher: Acclaim Entertainment
97 - Mad Tracks (2006/07/09, PC, X360, Wii) Dev: Load Inc. Publisher: Numerous(PC, international), D3 Publisher (X360)
98 - MDK (1997, DOS, PC, PS1) Dev: Shiny Entertainment, Publisher: PIE, Shiny Entertainment
99 - New Legends (2002, Xbox) Dev: Infinite Machine, Publisher: THQ
100 - MDK 2 (2000/01/11, Dreamcast, PC, PS2, Wii) Dev: BioWare, Publisher: Interplay Entertainment

I'll think of more again later.

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