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Gaming / Re: Mega Man: 15 Games Where You Face Cut Man
« Last post by Cyartog959 on Yesterday at 08:15:44 pm »
He sure is quite the uppercut of the blue bomber's foes. All those appearances and fights, and yet I often wonder how and why Cut Man is more popular among the many past Robot Masters.

I count his cameo appearance at the opening of Mega Man 7, the shot with the newspaper of Wily being finally arrested after Mega Man 6, a joke title in its picture named "Cutman 2" can be seen if you look close enough. Wouldn't that make the 16th appearance?
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Gaming / Mega Man: 15 Games Where You Face Cut Man
« Last post by JonLeung on January 21, 2026, 10:14:36 pm »

Sometimes I think of random things and then I have to do things like make a collage, just to express it, so I can move on...

I was thinking about how Cut Man is one of the optional bosses in just the Sega Saturn version of Mega Man 8, and then recently learned he's a hidden boss in Mega Man X 8, as well.

Being from the first game, he's one of the earliest and most well-known Mega Man Robot Masters, so he's had more appearances than many.

I count 15 different Mega Man games where you can fight Cut Man, and made this collage.

I was thinking about adding the cartoon appearances - along with Guts Man, he's one of the Robot Masters that shows up in every episode of the Ruby-Spears cartoon, and as "Cuts Man" (with an "s") he's the most powerful of the original Robot Masters in the Captain N: The Game Master episode... but I thought that might be a bit much.

Also, there are other cameos, like his appearance at the end of Mega Man 3, a database card in Mega Man & Bass, and, like the other Robot Masters from the original game, he's a good guy in Super Adventure Rockman.

I find it funny that he has more appearances than there are main Mega Man games...

Anyway, can you name all the games in this collage?
Am I missing any?
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Map Requests / Re: JonLeung's Requests
« Last post by JonLeung on January 21, 2026, 11:01:09 am »
We've now got maps for another Japanese-exclusive 16-bit game, Marvelous: Mouhitotsu no Takarajima (J) ("Marvelous: Another Treasure Island") for the Super Famicom, thanks again to Guard Master!

This is a game that I've heard a bit about.  It is the first game directed by Eiji Aonuma, the director or producer of almost all of The Legend Of Zelda games since after The Legend Of Zelda: A Link To The Past, which Marvelous: Mouhitotsu no Takarajima is influenced by.

Considering Guard Master's recent submissions, it looks like we have another 16-bit RPG mapmaking master!  Keep up the great work!
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Gaming / Re: Crater, a Sokoban clone for MS-DOS
« Last post by FlyingArmor on January 18, 2026, 11:21:57 am »
Looks great, mechaskrom! I'm happy you enjoyed playing Crater to the point of wanting to map it. ;D
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Gaming / Re: Crater, a Sokoban clone for MS-DOS
« Last post by mechaskrom on January 17, 2026, 04:07:55 pm »
I thought the game was good enough to deserve a map. In order not to spoil the whole game, I left out the ending for now, but I might submit an update with the ending after 1-2 years.

If you're even remotely interested in puzzle games, you should give Crater a chance.
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Gaming / Re: Crater, a Sokoban clone for MS-DOS
« Last post by JonLeung on January 17, 2026, 01:20:08 pm »
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Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by Cyartog959 on January 16, 2026, 07:34:22 pm »
Using Tiled would've taken 10 to 20 times longer than just taking 30 seconds to a minute to clean up each room. I used Tiled for the very first room, then I switched straight away to screenshots because it took way too long. All the tiles don't fit into a neat 18 x 24 grid since there're tiles that sit halfway between those grid lines in pretty much all the rooms. While Tiled is great for a ton of other games, it's a bad fit with how ElecHead is constructed.

Guess you felt how certain different tile sizes that aren't evenly sized weren't effective as you thought. Oh, well. Thought I'd suggest, anyway. There's still others that do very well.
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Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by FlyingArmor on January 15, 2026, 04:39:17 pm »
Did you use Tiled to do the maps? If not, well, give it a go. It helps cut down time.

Using Tiled would've taken 10 to 20 times longer than just taking 30 seconds to a minute to clean up each room. I used Tiled for the very first room, then I switched straight away to screenshots because it took way too long. All the tiles don't fit into a neat 18 x 24 grid since there're tiles that sit halfway between those grid lines in pretty much all the rooms. While Tiled is great for a ton of other games, it's a bad fit with how ElecHead is constructed.
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Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by Cyartog959 on January 15, 2026, 02:05:05 pm »
A new year has come and I bring with me a new map set!

For a little change of pace, I decided to try mapping a more modern game instead of the SNES stuff I usually gravitate toward, so here's the PC game ElecHead. Given how the graphics are fairly NES-like, it wasn't too difficult stitching rooms together. The main annoyance was getting rid of the particle effects that were present in nearly all the rooms. The rooms with stars had me taking twice as many screenshots just so I wouldn't accidently erase a star I had thought was a stray particle.

I'm fairly certain I didn't forget any rooms, but if I did, I'm sure the ElecHead fans will let me know. :D

I'll probably try to merge all the stages into a single image some time just for the fun of it. Hopefully 32 GB of RAM should be enough to make that happen, haha.  ;D

Since I've mapped this game, I've been thinking of taking on Nama Takahashi's most recent game Öoo as well, but that'll be something to do later down the road.

Well, that's good. Doing a platform game is a good change of pace for your previous RPG inclined mapping works. Have you thought of mapping the whole Blaster Master Zero Trilogy games sometime? I'm quite curious to see how they are.

Perhaps they'll let you know, should they find this site and contact you.

I think it'd be quite less than 32GB of RAM if you did, given the game's map sizes I've looked at, but, if you do put all of ElecHead's stage maps into one, well, I'd be surprised if it was that close to it.

Did you use Tiled to do the maps? If not, well, give it a go. It helps cut down time. Worked well for eishiya while The Mummy: Demastered was being mapped out.
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Maps In Progress / Re: FlyingArmor's Map Projects Present and Future
« Last post by FlyingArmor on January 14, 2026, 06:37:51 pm »
A new year has come and I bring with me a new map set!

For a little change of pace, I decided to try mapping a more modern game instead of the SNES stuff I usually gravitate toward, so here's the PC game ElecHead. Given how the graphics are fairly NES-like, it wasn't too difficult stitching rooms together. The main annoyance was getting rid of the particle effects that were present in nearly all the rooms. The rooms with stars had me taking twice as many screenshots just so I wouldn't accidently erase a star I had thought was a stray particle.

I'm fairly certain I didn't forget any rooms, but if I did, I'm sure the ElecHead fans will let me know. :D

I'll probably try to merge all the stages into a single image some time just for the fun of it. Hopefully 32 GB of RAM should be enough to make that happen, haha.  ;D

Since I've mapped this game, I've been thinking of taking on Nama Takahashi's most recent game Öoo as well, but that'll be something to do later down the road.
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