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Messages - Cyartog959

#1
Gaming / Anyone Tried and Played ANTONBLAST yet?
Yesterday at 07:56:56 AM
I tell you, that game, ANTONBLAST, is really good to enjoy! It is a brilliant one from Summitsphere, at that!

It features a literally red-colored demolition expert named Dynamite Anton, or just Anton Ball, and his green-colored partner, Dynamite Annie, or Annie Bell, on a frantic, destruction-filled adventure to retrieve back a collection of Spirits, snatched away by the mole armies from the game's take on Big Bad Red One(if you know what I mean...) after finding out Anton's redder than him and enacts a plot to siphon his own flesh tone to be the reddest being in the whole world. When Anton gets enraged from the theft, he vows to find out the lowlife behind it and blast said being into teeny, tiny, little pieces!

Of course, Annie, having only a fond reason for a chance to be destructive of her own volition, joins in with him.

They both featured in Antonball, a mix of a rather unique take of a Breakout clone and a platformer at once, and its a really interesting game, too, but that's not the point.

The game features a great abundance of platforming reminiscent to that of "Wario Land 4", and it really fills that kind of void Nintendo left behind since "Wario Land: Shake It!", though, I'll admit, that latter game did felt quite slower than the previous because of the Wii's utilization on motion controls, mostly shaking for coins.

Unlike Wario Land 4 and Shake It!, though, rather than being split up into multiple sets of small stages that feature some exploration and little backtracking, ANTONBLAST features 12 SPRAWLING stages, and I do mean that by the word. The goal remains familiar; traverse the stage to find an item needed to progress through the game, in this case, one of Anton's stolen Spirits, look for a powerful detonator and trigger its countdown, and escape to the exit, fast, fast, FAST, before time runs out!

There's additional hidden items to collect, though, and finding them requires quick thinking and clever searching, including cosmetic spray cans that change your chosen character's palettes.

The stages vary, from the very rooftops of Boiler City, their hometown, to the labyrinthine Slowroast Sewers, beneath the depths of the Concrete Jungle, which is one of the stages' actual names, mind you, and even the shopping complexes of The Mad Mall!

Of course, upon triggering the countdown on each stage, there are light flashing sign arrows that guides players the way out, so as not to get lost in the chaos. I think it is much better to have guidance, unlike Wario Land 4's lack of guiding players to the exit after triggering the bomb switch.

Upon finishing said stage, Anton and Annie get transported to Brulo's Casino as their base of operations, though Brulo had barred him from not paying his tab in months, but because of the evil presences ruining his businesses, he will lift his ban on Anton once he rids them of said presences, and acts as his supplier for purchasable items that will help them on their quest, including extending escape time.

I, alongside others, really missed that kind of gameplay blueprint after Nintendo continuously neglected the Wario Land games for constantly creating WarioWare games as their focus. There's not been a new game from that series in a long time, honestly. I don't know why Nintendo couldn't just make a new Wario Land game after Shake It! and keep at it.

Nevertheless...

Across the game, there are bosses to pummel down to pulp, and they are not pulling punches on Anton and Annie, especially the main bosses themselves! They all must be defeated before confronting the evil one himself.

The game also had a large update, called "THE END", and it adds more bosses, more difficulty modes, additional languages, optimizations, fixes, and cosmetic changes... and, adding Lime Trial stages(Its not an intentionally misnamed joke; they really are stages involving collecting actual lime slices under a tight time limit).

The only minor pity is there's not a few new sound effects, custom-made or otherwise, added as part of the update, such as the Sewer Shark having sound effects for boosting and fast movement, for one.

Should ANTONBLAST have a sequel continuing on that kind of blueprint, which I would REALLY love, I would like to see many more new stages past the amount of 12, longer and larger stages, more new bosses to fight, more permanent health upgrades past 6/7, and some stages having an exclusive escape path open to the exit, with blockades preventing backtracking and/or being accidentally dropped to a time-costing path during the countdown as a minor consequence, rather than going back to where players started upon triggering the detonation timer; a sort of a "Point A(start) to B(objective item and detonator) and C(exit)" goal in them, as it were.

Summitsphere's lead, Tony Grayson, did say we've not seen... "The BLAST of Anton" after the game did very well. And, from his comments about worrying about burnout after launching the game, I wouldn't have him worry about it. It would take much more than just launching a game after developing it to experience some burnout.

Out of many games not yet mapped, I'm quite surprised its this game.

Here's its launch trailer for the Switch to give you a clear grasp on what its about...


And, the game's update, "THE END", trailer video...


Anyone wanting to give ANTONBLAST a go, its your chance, for its already out on PC, the Switch(which was delayed slightly because of weather attacks then), and PlayStation systems! I've been enjoying it!

Be ready to enjoy the speedy, explosive carnage coming at you! You'll have... a REAL BLAST!
#2
Map Requests / Re: JonLeung's Requests
Yesterday at 06:23:39 AM
Quote from: JonLeung on October 18, 2026, 01:44:00 PM
Quote from: Cyartog959 on October 17, 2026, 09:43:50 PM
Quote from: JonLeung on October 17, 2026, 02:51:37 PMThough, yes, you may have noticed the maps aren't 1:1.  Timbrewulf and I have talked about it.  But I'm still happy to have these maps as they are, maybe it'll draw more attention to Lovish.  Fans of puzzly platformers should check it out!  I 100%ed it earlier this year, and it was quite satisfying to do so, especially the timed challenges.  I got it for free through a giveaway on social media, but I'd happily have paid for it, considering how much fun I had playing it.
Well, yes, I noticed they're not 1:1, mainly because the game's engine is made with Clickteam Fusion. I'm not disappointed. I'm sure Timbrewulf will revise the maps to be 1:1 later with the select, proper tools suited for ripping Clickteam made game maps.

I don't think that Clickteam Fusion has much to do with it... At least not specifically...

By playing the game windowed, with the options of Window Size = x1 and Soft Pixels = OFF, the pixels come out 1:1 and clean.

Or when playing the game fullscreen, set your display to 1280 x 768, and set the options to Window Size = Fullscreen 1 and Soft Pixels = OFF, then do a pixel resize to 25% (since 1280 x 768 is four times larger in each dimension to 320 x 192, the original resolution).

I think it's important to consider checking the options to games with the retro aesthetic.  Mapping seems more "right" with 1:1, unfiltered graphics.

Anyways, most of the Lovish maps have now been corrected to be 1:1, so thanks again to TimbreWulf, especially for putting up with my concerns.

OH... That's why the previous batch of maps turned out like that before they got revised. Guess they looked less crisp with the Soft Pixels option on and graphics filters on. I tried guessing a few reasons on how and why that happened.

Well, at least, anyone willing to do maps can look up on necessary instructions here to have them 1:1 and unfiltered, for later point of reference.
#3
Map Requests / Re: JonLeung's Requests
October 17, 2026, 09:43:50 PM
Quote from: JonLeung on October 17, 2026, 02:51:37 PMProbably the newest game on my list has been mapped by TimbreWulf!  It's the indie game, Lovish!

It's a retro-styled puzzlish platformer, with most stages being a single screen, where you try to unlock the exit and then make your way to it.  It's got some fun references to other games, like in the fun scenes in between each challenge.  I'm not so demanding as to ask for all those random events to all be mapped, LOL.

Well, its rather neat to see such a game mapped, even though its all made into random chances of different events, but the callbacks to past games are rather a nice touch. I'll admit, it is rather confusing to me upon seeing its trailer.

QuoteThough, yes, you may have noticed the maps aren't 1:1.  Timbrewulf and I have talked about it.  But I'm still happy to have these maps as they are, maybe it'll draw more attention to Lovish.  Fans of puzzly platformers should check it out!  I 100%ed it earlier this year, and it was quite satisfying to do so, especially the timed challenges.  I got it for free through a giveaway on social media, but I'd happily have paid for it, considering how much fun I had playing it.

Well, yes, I noticed they're not 1:1, mainly because the game's engine is made with Clickteam Fusion. I'm not disappointed. I'm sure Timbrewulf will revise the maps to be 1:1 later with the select, proper tools suited for ripping Clickteam made game maps.

Good for you on having that game for free and finishing it 100%, Jon.
#4
Yes, those games are quite harder to map, mechaskrom, but with select tools for whichever engines they use, it can be a bit easier.

I also nearly forgot to bring up some additional info centering on the BMZ trilogy's different handling of Inti Creates' 2D games.

Upon reading and visiting a bit, one of Spriters Resources' rippers, Deathbringer, who did sprite ripping from BMZ1, and apparently stopped for quite a long while now, so you know, used NinjaRipper, a tool to gather these sheets as textures, but it did a lot of palette DDS dumping(which that ripper, to speak, was able to follow the texture its meant to be used for) and they looked like they were mostly black and/or with one color used in them, and the color indexing is rather different than others' handling of palettes and sprite sheets by hand before converting them into PNGs.

For that, whatever sprites ripped in the process had to be manually retextured to get their colors right by taking screenshots to figure out which colors are right and what goes where. Another ripper, Random Talking Bush, did well on figuring that game's different file structure out, including understanding the OSB files and using a script that output palettes to .PAL format(but the palette swaps, such as the Albino and King Dig-Rawlers from BMZ3, for instance, may need to be manually extracted). Its all a bit technical, but can be learned from experience.

I'd do some consulting with these rippers for some better understanding on it, Kayato.

I think you'll be quite stunned to see the actual large bodies of Venom Master and Dig-Rawler themselves when you get to them. I saw them in the soundtrack booklets that holds all enemies' names, though its in Japanese language and needs to be translated.

That may be needed if you're up to adding in miniature bestiaries to your maps to identify which enemies are unique in each Area and which are shared across them. Honestly, I'm a bit surprised these games doesn't have bestiaries in-game, compared to many that do.
#5
Quote from: TimbreWulf on October 10, 2026, 01:18:17 AMThanks for everything. Now I know I can just post and it will get handled.

I wasn't aware there was such a request list. I'm shocked none of the Bonk's adventures are done yet. I may put it on my next to do list. I don't remember the stages being particularly large.

Well, have a good time! There's much to chart out.

Once you map the Bonk games from start to finish, we'll completely see how... *ahem* ..."large", to quote, they seemed to be, compared to other later games, even those that supersede them in size.

To be honest, there's not been a new Bonk game in a very, very long time, not counting the mobile phone games, one of which is a redoing, called "Bonk's Return". Especially since we nearly had a new one, "Brink of Extinction", that's supposed to be for WiiWare, PSN, XBLA and 3DS.

Not to mention I read that there was going to be a "Bonk IV", but it was formerly set to be an RPG. Thankfully, it didn't get launched; I'd prefer it to be a platformer.

As far as we know, Konami holds Bonk's IP rights, not that I'm versed in that matter, and as with others form Hudson Soft's absorption, they've been in complete stagnation without a new entry for too long.

The one problem was with in making a new Bonk game in the vein of TurboGrafx's style, but unbound by tech limits that no longer applies, is that nobody thought there were tools needed and made to create Bonk games that continues the caveman's fights against the evil King Drool, and others. We do have them, including Aseprite and Furnace, which is more than what we need to create the authenticity we've been wanting.

Well, I'm sure you'll do well in your mapping contributions.
#6
Map Requests / Color Coding Progress
October 08, 2026, 09:21:51 PM
OK, I've come up with a tracking method for any games that aren't yet mapped, or are already mapped. Here it is...

GREEN - Completed!
YELLOW - In progress.
GREY - Paused/On Hold until able to resume.
RED - Not yet mapped.

What do you think?

If there are any mappers on the task, be it from my requests or anyone else's, I'll be sure to color the games' names focused on progression updates.
#7
A nice lowdown on doing maps for any newcomer to mapping, mechaskrom, but there are loads of 2D PC games not ran on an emulator, and that's slightly a different story.

For one, I've had quite a couple of difficult times getting through some confusing sections in the whole Blaster Master Zero trilogy, such as Nora Satellite's confusing wormhole warp path in BMZ3 and the final labyrinthine enemy filled room-to-room path to Goez(the villain's actual name from Metafight, according to Kane Gardner) in BMZ1's Area 8, and I still don't know how large their areas' sizes are, because they all haven't been mapped yet.

Seriously, people. In BMZ3's 4th Area, it's very hard to tell which goes where, because all the wormholes look the same; no differentiation of which path is correct and which paths are wrong, even on the minimap, and no green straight lines to tell. Fortunately, I was able to unlock a shortcut warp to avoid that after going through the first time.

It is still hard to remember where to go or how long/large they are when such games aren't mapped.

For such when recreating them, even with screenshots at their pixel perfect native resolutions, there's Tiled, the map editor for placing tiles and creating maps. The Mummy: Demastered's maps were made that way, and it was rather quite swift. Eishiya used that to smooth the process, as I recall, and I was impressed with how that mapper did it. Surely, the same can be done for already released numerous pixel art made games.

Of course, Kayato, if you want some more details in them for additional guidance, yes, an image editor does the job, but ripping sprites, which also uses emulators and tools, for many things are needed to put them in their boundaries, like items, bosses' put together big screen-filling bodies that are oftentimes tough for using emulators, but you can place the bosses themselves out of the maps' boundaries, a bit close to their arenas they're fought in, and make unmarked maps for those just wanting to see them clear and clean.

Kayato, remember one thing. Just make sure you clear out the frontmost layers that obscure the foregrounds and backgrounds when mapping out certain areas that occupy the viewing field.
#8
That is well-deserved to be in the "Maps of the Month" lineup, and fits well with October's usual spooky antics, and in the 20 long year gap, time-wise, but not release wise, because that and Belmont's Curse's dates are a bit distant by almost 2 months.

Well, to say, its second DS game stood very well among others, especially with Koji Igarashi's involvement. In quite a time when Metroidvanias were very little, this game sure rocks as one of the best.

Although, I could notice the castle's map isn't quite longer than others; I mean, it is the DS we're talking about. The extra memory from it past the GBA's, and more from the DSi, would've made the map at least a bit larger to make it more sprawling. If Castlevania had one more DS entry after Order of Ecclesia, I would definitely see its map made larger than OoE's, even more if it was a DSi exclusive game, on a Game Card, that is.

Still, Portrait of Ruin is a very fun Castlevania game, and while many of us have good memories of it, the Metroidvanias that came by kinda filled the void for those missing more new Castlevania games in that fashion. Even the 3DS could've had new 2D Castlevania games after the DS games that might've been brilliant. Imagine if we had those.

But, of course, Konami's release of the newest Castlevania game in so long is sure to be good, too.
#9
As a fond Trine series fan, I enjoyed the games from the first to the more recent Trine 5, and I was looking forward to Trine 6, the soon to be latest game in the series.

However, I came across recent news about that game. After its demo launched, and many players feeling... unsatisfied of its present state and specific mechanics that derived from what they enjoyed in many past games, it got delayed, by 6 months, after being close to its former release date, which was September 2026.

For those at VGMaps that don't know, Trine is a 2.5D series created and developed by Frozenbyte, stationed in Finland. It features three heroes, Amadeus the Wizard, who mainly does boxes, Zoya, a thief who prefers to be called an entrepreneur, and Pontius, an aspiring knight who longs to fight off evil by becoming one.

The first game, launched in 2009, had them as regular people with their own lives, but in a kingdom that was prosperous fell into darkness because its Old King died with no planned descendant to rule it, and more than just domestic life alone was destabilized, it was under siege by an evil undead horde that took advantage of the madness. At the midst of the mayhem, these people met at the particular spot beneath the abandoned Astral Academy's pile of treasure and laid physical contact of an ancient artifact that dragged them together into its grasp, leaving them unable to leave each other's company. There, they would be later tasked in saving the kingdom from that horde and restoring peace and order in it, and that would be the first of their adventures to come.

After the first Trine did well, Trine 2 was made and launched in 2011, and continued the 2.5D gameplay and placed the now established heroes on a new adventure in a different land, held under siege by a wicked witch and her jealousy of a particular sister... and goblins. Many goblins. It had a story expansion, The Goblin Menace, months later, and gave additional levels focusing on the goblins' attempts to take over the kingdom, with new powers that are retroactively applied to all past levels.

Trine 3: The Artifacts of Power, released in 2015, would follow, but this game went full 3D and featured the backstory beneath the being called Trine and her sister, Rona, and their struggle against the vile sorcerer, Sarek the Deathless. However, an experiment with Steam's Early Access, and underestimating the costs of a 3D game left the story incomplete... and the series on a hiatus.

But, that ended with not only a spin-off set in the same universe, but Trine 4: The Nightmare Prince, released in 2019, and returned to its proper blueprint the previous two games set, and focuses on a particular student seen in said spin-off, Prince Selius himself, whose attempt to learn magic by himself created a crisis involving nightmares manifesting to life, and placing the heroes on a new quest to save him, which leads them to confront their own nightmares in the midst. It received its story DLC, "Melody of Mystery", centering on the Astral Academy's students under deep sleep by a particular music box, and under Selius' guidance, the heroes trek through the students' dreams to save them from the box's influence. Its on PC, but still not on consoles YET. I really hope it can be brought to consoles before anything else happens.

Later, Trine 5: A Clockwork Conspiracy, launched in 2023, and it thrusts the heroes into an evil scheme of royal intrigue and treachery involving the use of mechanical constructs, not robots; completely different, and tarnishing the heroes' name through psychological manipulation and some essence exploitation. With their good images smeared, and allies in danger, its up to the heroes to stop the villains, Lady Sunny, a self-proclaimed royal mistress who seeks dominance, and Lord Goderic, the inventor of the Clockwork Knights, and her criminal accomplice, and come to the rescue... and keep their morale together.

That brings up to Trine 6: Together in Time, and it not only continues the blueprint, but adds in two new characters to add in the hero roster, and have more characters for multiplayer to play, rather than using color-swatched clones of the three heroes, who have fallen into the exact grip by messing with Trine's magic and properties the three heroes still feel, and they will have no choice but to cooperate, whether they like it or not, and save the kingdom from a villainous warlock.

Now, I don't like delays to games for numerous reasons, but in such a case as Trine 6's, I can understand why it is so; there's much revising work to be done to make sure its better than before. Now, its set to March 2027. Honestly, the delay will do that game good. I saw and like how it continues the blueprint, but I couldn't bear to play it in its present state.

So, while we wait, I'll ask you this; have any of you played Trine's games before? If so, what do you like about the series, the heroes, and their adventures?
#10
Quote from: ReyVGM on August 29, 2026, 06:11:32 AM
Quote from: Guard Master on August 27, 2026, 07:55:01 PMSome features I'd like to have in an emulator in use for map-making are:

-Not only having the ability to control displaying of individual layers in the tilemap viewer but also the ability to control the priorities.


1) Explain, post an example


I think priorities are referred to render priorities for tilesets and foregrounds, like "FG High" and "FG Low", sprites, and so on.

Remember the bushes in many levels that characters go through, or hide in? The cave corridor walls for indoors?

Yeah. They're the basic examples of render priorities; foliage top, characters and enemies lower, et cetera.

I've been watching Strafefox's YouTube videos about how games were made from time to time. They're really informative, and interesting to learn about how our past games were made. Give them a watch sometime, if you haven't yet. You'll like them.

Other than that, there are other emulators that may need familiar features added, such as MelonDS, VisualBoyAdvance, to make mapping games quite easier. Can't forget them.
#11
Map Requests / Patience and Civility
August 26, 2026, 03:25:48 PM
Quote from: JonLeung on August 26, 2026, 08:44:21 AMLTIan, I know it's super-frustrating that you've been asking for maps of Looney Tunes games for over a decade, and your requests never get fulfilled.

But ask yourself... how does it help your case to demand that ALL map requests stop?

It's not a personal attack on you if other people don't love the Looney Tunes games as much as you do, and others' requests being granted (which is still rare) is not meant to be a snub towards you.

I feel a bit of frustration and impatience about stalled requests, at times, yes, but I'm not that kind of person to go that far to ask such a request as that.

Jon, I think LTIan's feeling a lot more impatient about it, but I still try, at all times, to maintain civility, patience, and hope. So, to me, the frustration about that is not worth being pressured over.
#12
VGMaps Social Board / Kokopolo 15th Anniversary
August 24, 2026, 07:11:02 PM
I may as well say this... Happy 15th anniversary, "Go! Go! Kokopolo"!

Yes, its been 15 years since the first game of the chase-'em-up game series was released to the DSiWare, which is August 2011. Already, I hardly see anybody doing celebrations about the series, but I felt like doing it, anyway.

If some of you around the community don't know who Keith Webb is, here's a video about his and Jmac's past endeavors before he did Kokopolo. You can either watch the whole thing from the beginning, or skip to timestamp minute 15:40, where Keith Webb showcases his context about his Kokopolo series.

Here's the video, from the Jmac and Webbsta YouTube Channel, "Who are the Crash Twinsanity Developers??" -

It's been far long since Keith last gave us any word about his latest projects, including his still-stalling development of "Go! Go! Kokopolo DX".

Anyone having any and all active social media channels, please spare some time to contact and speak to Webb about what's been cooking lately, and I still hope to play the third Kokopolo game very soon, because we've been waiting too long.
#13
I think those of you around the VGMaps community, both newcomers and long-time members, may not notice, in case you haven't been informed, but the forums has been recently updated after, well, larger images choked the  bandwidth there and then, and caused our regular connections to become sluggish. Everything else remains OK.

You'll find the layout's been rearranged a bit in the update, which takes a little getting used to, yes, alongside a good sleek, brighter look, but, the usual login procedures remain the same. If you can't seem to find where you're going to log in to post and hang with us, you'll find your way in up at the top of the layout.

When you do log in, if you have unread messages waiting, look for an icon that lets you know when you have them, right at the very top, close to the left, where your logged in name's at, and "My Messages" a little to the right.

Oh, for those wanting to make accounts to join and hang, the "Sign Up" button's located at the very top alongside "Log In", too.

Just thought you needed a bit of context. Hope you don't mind, Jon.

That's all. Have fun, everyone!
#14
Time after time, I kept eyes on Nintendo's state of things, and the people, 'cause, sometimes I get bored waiting, but moreover, I feel more like even though there are people that can't stand Nintendo's latest actions, especially unwisely stopping the 3DS family line and its 3DS eShop, which had loads of exclusive games people bought, but not many paid attention to, many people still went and buy the Switch and its successor, regardless, and don't have the will to stand against that company for such actions, especially when the successor can, and will, break them upon even modifying them. It feels like they're too complacent, conditioned even, to not use their minds and wills to recognize that, not shrug things off like nothing, and take stands.

The main concern is the Switch's already predicted, like many people did because they thought that to be natural, to follow inline and make only numbered successors with no actual additions to stand them out, and that worsens what many thought of. Its like an artificial cycle that seems to cannot break off from, and that's worrisome.

I'll say this as a point of fact, we cannot buy and play all Nintendo Switch systems and its numbered successors and continually play them and remakes of past games, no matter the graphics, over and over forever, and expect Nintendo to do anything just because they're a company that thinks they know best for all.

They also cannot be the only company that does only hybrid game systems for everyone. Think of the dangerous, but preventable, negative consequential factors in reality.

Even the same problems that line has, such as their controllers drifting from too much built-up residue kept carrying on to its "successor", and no matter what, they're still the same, or moreover, much worse than before, with new problems to boot, and Nintendo not willing to really fix them at the players' behest.

Clearly, the current leadership at Nintendo is so closed-minded about preservation and emulation(especially when they're hypocritical about it after attacking it, and people proved it many times. don't get me wrong), and their vision is completely like tunnel vision about the long-term and the future for game systems.

I don't want to be stuck in that rut with a lot of people with no initiative to get out from there. We'll even forget about other true handhelds' histories in that short time and be alienated to not even care about them. I feel they're completely treated as far less unimportant and lower than the third wheel by a lot more that care more for Switch than anything else as gamers that think its the "be-all, end-all for home and portable games ever", with no mention of an actual successor to the 3DS line(which is still not created).

Others made for DS and 3DS emulation, while still needed, can't fill the void the real handhelds left behind if there are no exclusive games for them, and they don't count as actual handhelds. The far more greater concern is the libraries of DS and 3DS' physical games not being preserved for more people to replay them again and showcasing them to newer players to teach them about their histories, not limiting to digital-only games alone. Not to mention the DS and 3DS systems' functionality for their playability at great risk, too.

I mean, think about that. How can I, and a lot of people, continue to keep playing dual-screen only games if there are no proper systems to support and utilize them? Not even accessories for the Switch line can cap that void. Its just not the same like that.

No game is ever destined to be created and played on even the Switch family line forever. Its not realistically logical to do that.

Why, even many game series and IPs(there are a LOT, so you know) that are exclusive to the GBA, DS, and 3DS, especially Heroes of Ruin, Rolling Western, Kid Icarus and Starfy, haven't gotten new installments in long, and Nintendo just sits around and does nothing to continue them; they only focus on Mario, Metroid, Zelda, and Splatoon as major priorities above all, nothing else. NOTHING. Sure, they're popular, but not everything's all about them, nor the whole Switch family.

Oh! Let's not also forget licensed game adaptations. They're part of it, too.

Nintendo DS had 155 million units sold worldwide, and its still a great favorite to a lot of players, but who's to say no other true handheld system can surpass it and mark it as the best-selling handheld system yet? There are possibilities.

I truly hope, and pray, pray, PRAY for actual action and initiative to be done to preserve and keep the future of actual home and handheld gaming to remain enjoyable and creative to all.
#15
Map Requests / Re: List of unmapped NES games
July 27, 2026, 03:30:12 AM
Quote from: dark_lord_zagato on February 17, 2026, 11:13:50 AMKing Neptune's Adventure is now fully mapped and was posted yesterday. For those of you who are familiar with this game, and might be wondering how in the actual hell I was able to screenshot the 10th bill, i'm going to share a few things that I dug up in my research.

Color Dreams made a bunch of unlicensed games back in the 1990s. There was some kind of contest to promote these games and get them to sell better. I'm not too familiar with the details of this contest or how you would go about claiming the prize, but I think the challenge in King Neptune's Adventure involved collecting 10 of these dollars that are hidden throughout the game.

I couldn't seem to locate the last several bills on my own, and GameFAQs didn't have this information, so I did some searching and found what I was looking for on another forum.

The community on Video Game Sage figured this out last year. One of their members, 0xDEAFC0DE, analyzed the code of the game and found some absurd conditions that were placed on finding the 10th bill. A very specific number of lives, seahorses, and bombs, as well as the easiest bill to find secretly disqualifying you if you pick it up before the end of the game.

If I hadn't found this post I would have just assumed the last bill was bugged, or doesn't exist, and wouldn't have included it in my maps.



DANG. :o Seems like wherever any game mapper goes, even you, zagato, there's always more yet to be mapped NES games at every corner, even unlicensed. Oftentimes, I'm still thinking there's no apparent end to them, given these have been made at the NES' popularity peak.

Your search story is quite an exhaustive one, but your effort's been worth the info not many that heard of such games may need to read and hear.

In these days, with Nintendo's very tough game licensing regulations, companies would do so much to create games and make profit, even bypassing around them. Of all those companies, Color Dreams had those ambitions to make them.

Of course, graphically speaking, their quality, pixel art, and designs did came off as... less positive to many public eyes, and, in my perspective, loads of their games' maps are extremely short and small, given their controls were mostly imperfect in response and tightness, and, pretty much, no expansion chips were used to create better games.

Their games, however hadn't sold well, compared to Wisdom Tree's Faith-induced games, which went very well, to say, and their actions were one of Nintendo's strong concerns when it comes to game sales, but no lawsuits ever hit them, period. Even Nintendo stepped off in attempting to sue Wisdom Tree out of backlash from parents, Faith dedicated groups all over, and beyond. Imagine the heat and danger Nintendo would've been in there and then.

Faith is still crucial in life, though, don't get me wrong.

Aside from that, these game companies went well out of their way to flood many markets with their games beyond the barrel full.