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OK...

I got very little idea about that installment and its story in Mega Man's classic series, but, I'm presuming it resumes what Mega Man 11 did, in terms of gameplay and style, but I don't know of what replacement serves to do away with the Double Gear System or otherwise.

Felt relieved that Capcom went on with a new installment after almost too long. Shouldn't have taken almost that long to make a new installment in any of their Mega Man series, anyway. I felt their constant indecision and stagnation in game development is harming their Mega Man brand. I mean, they did focus on other games, but still.

I felt the installment, while being no doubt the 13th in the long line(yes, I didn't forget "Mega Man & Bass"), isn't numbered as with every game, but with its subtitle, like how they were named in Japan for distinction.

I mean, I've been fine with numerical sequels, but I wonder how it stands out from the previous, even though its the 13th game. It is said to be equivalent to a possible "Mega Man 12", which is what a lot of us usually expect there, so I'm thinking it may be set before that but following on Mega Man 11's events.

If its stages are longer than 11's, which I think they may be, better prepare your endurances, people.

And, once again, Dr. Wily's set to be the main villain, still sporting his outfit from 11. His other outfit from 8 and Mega Man & Bass really made him look more villainous. Still liked it. Wonder what's he's up to again, this time?

I also felt more select past enemies are already set to return, with another model name slapped on it for distinction, that I also expected, such as the always returning Metalls, Wall Blasters, and the Tellys, but there's also bound to be more new enemies, too.

The 2.5D blueprint from 11 also comes back, too, under what I think is maybe a different game engine, likely RE Engine(Reach for the Moon Engine, to be precise), rather than MT Framework Mega Man 11 used.

I don't mind 2.5D as a blueprint in any game, but, honestly, it still never hurts for Capcom to try to return to doing 2D pixel art games and go Hi-Bit, rather than, well, adhere too close to the former restraints of past consoles. I can understand how Koji Oda, who was with Capcom at the time, felt staying too close to those limitations, after Mega Man 9 and 10 returned to those roots from past NES games, which were already fun, would be troublesome, but they need to be more open to returning to that medium, as other game dev teams that have been pursuing their needs for reliving that aesthetic. And, we do have chiptune trackers, like FamiTracker and Furnace, which breathes lots of life in chiptuning beyond restrictions of sound chip utilization, to close up that void.

That's what I still feel in my mind and heart, anyway.

What I'm also amazed is that after a very long time, another new boss design contest has been announced, but this time, Capcom's provided participants with a base model(almost like how Mega Man 8 did with base models that time) with a long suction hose as its right arm, said to be a giant suction arm, so I'm willing to guess plenty of participants are going to throw in crazy ideas about their arm-mounted weapons.

Jon, thanks for letting us know, but I ask you this, what entry would you design for that contest if you want to partake in it? Hope you're up to stemming plenty of inspiration and fuel your artistry skills for this contest! And, have a good time with it!
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Map Requests / Re: JonLeung's Requests
« Last post by G.E.R. on Today at 12:53:31 am »
We're probably running out of Kirby games left to map, aren't we?  That's a good thing.

I checked Kirby's games (only adventure platformers exclude fightings, racing and other mini games and spinoffs) and we actually haven't only three mapsets: Crystal Shards (probably, can be mapped only be mappable by reconstruction method), Forgotten Land (can be ripped by using Cheat Engine - it just need to create a table to free movement on levels) and Canvas Curse (can be ripped without any problems, it just need takes a lot of time on this).

Quote

Standart games:
O Dream Land
O Dream Land 2
O Dream Land 3
O Adventure
O Super Star / Ultra
O Squeak Squad
O Amazing Mirror
X Crystal Shards
O Return to Dream Land / Deluxe
O Triple Deluxe
O Planet Robobot
O Star Allies
- Forgotten Land

Non-standart games:
- Canvas Curse
O Rainbow Curse
O Mass Attack
O Epic Yarn / Extra

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Gaming / Mega Man: Dual Override announced at The Game Awards 2025
« Last post by JonLeung on Yesterday at 09:52:50 pm »
Mega Man: Dual Override Annoucement at The Game Awards 2025


Mega Man: Dual Override - Reveal Trailer


Mega Man: Dual Override - Robot Master Design Contest Announcement
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Map Requests / Re: List of unmapped NES games
« Last post by JonLeung on Yesterday at 08:40:00 am »
Can you do a List of unmapped games from these consoles?:

SNES

Sega Genesis

Game Boy/Game Boy Color

Game Boy Advance

PlayStation 1-5

Nintendo 64

Nintendo Gamecube

Sega Dreamcast

Nintendo Wii

There are surely complete lists of video games elsewhere on the Internet...

As much as I'd like to see more games from the original PlayStation mapped, we only have 86 games with at least one map... out of over 4000 games.  The 3D nature of the games from this generation onwards, not to mention broadening mass appeal leading to larger and larger libraries, and more technical hurdles (having the power to dissect the games and having more choices of how to scale increasing resolutions, etc.) make them exponentially more difficult to map.  So, I don't think a list of the PlayStation games, especially all the way up to the current PS5, are going to be realistic checklists for mapping.

We haven't even mapped ONE console completely (aside from the Classic Edition/Mini consoles that have a limited number of stock games).

The NES is relatively simple, still(?) somewhat popular, and even that is far from completion.  But it does seem doable, even if it will take another few years.  Hence, this topic exists.
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Gaming / Re: Crater, a Sokoban clone for MS-DOS
« Last post by Cyartog959 on December 10, 2025, 06:22:42 pm »
At long last, Crater is finally finished! :D

Download link: Crater VGA Version 1.0

After over two years of working on and off on this thing, I'm so happy it's done and I can move on to my next game project.

I hope anyone who's interested in my humble rendition of a classic puzzle game enjoys their time with it.  ;D

Well, good for you, and congratulations on finishing your project! :) I'm sure it'll be a nice game anyone can enjoy!

What I'd think of actually enjoying is a good spiritual continuation of one of my favorite longtime past games, "Treasure Cove!", but with more original, longer and larger stages, far less repetitive grinding, bosses to face, maybe a good bonus stage or two, additional side content, and great replay value.

I mean, the gameplay formula was really good, even though its mostly about learning oceanography for young children, yes, but getting to search for gems and acquire treasure to explore the ship farther and farther by one room, despite the long grind to get a lot, that's more of what I enjoy in that game's formula. Hope it gets picked up again and made into its own better spin.

I'm not sure if you remember that game, but, I'm just saying. Maybe that could be jotted down as potential ideas drafted for your later projects.

I mean, I do love good classics and 2D platformers, but there's certain bits in my heart that have left voids time to time, craving for some more.

Anyway, good luck with your later projects!
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Gaming / Re: Crater, a Sokoban clone for MS-DOS
« Last post by FlyingArmor on December 10, 2025, 03:02:01 pm »
At long last, Crater is finally finished! :D

Download link: Crater VGA Version 1.0

After over two years of working on and off on this thing, I'm so happy it's done and I can move on to my next game project.

I hope anyone who's interested in my humble rendition of a classic puzzle game enjoys their time with it.  ;D
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Map Requests / Re: List of unmapped NES games
« Last post by LTIan on December 09, 2025, 08:01:42 pm »
Can you do a List of unmapped games from these consoles?:

SNES

Sega Genesis

Game Boy/Game Boy Color

Game Boy Advance

PlayStation 1-5

Nintendo 64

Nintendo Gamecube

Sega Dreamcast

Nintendo Wii
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Map Gab / Re: Are there any maps of games with randomly generated levels?
« Last post by xcalibur201 on December 08, 2025, 02:24:53 pm »
Another way to handle this, especially if there only one or a few randomized parts, is to offer 2-4 maps of the same area, to show what sort of spaces are generated. A good example is the Labyrinth level of Pathways into Darkness, where most of the game is fixed, but that one level is random. In fact, I may get on the in-game maps for that...
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Mapping Tips/Guides / Any Tools for Viewing Clickteam engine's Maps in Tiled?
« Last post by Cyartog959 on December 06, 2025, 09:08:41 pm »
I'm having this question in my mind, how can anyone see any game's maps made through Clickteam Fusion and prior versions with what tools to use?

I have no idea about their sizes, even the more recognizable games, like Freedom Planet, Aggleos, and Spark the Electric Jester. They're still yet to be documented.

Anyone with prior experience with them, any answers? I'm asking.
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Maps Of The Month / 2025/12: Daze Before Christmas (Au) (Genesis) - John Brain
« Last post by JonLeung on November 30, 2025, 09:36:52 pm »

For this month's "Maps Of The Month" featurette, I wish to draw your attention to John Brain's Daze Before Christmas (Au) (Genesis) maps.

Evildoers like Louse The Mouse, The Evil Snowman, The Timekeeper, and Mr. Weather really have something against Christmas, so one night, they curse the presents, scare away the elves, and steal parts from the toy-making machines.  As Santa, you'll have to take them on while restoring the toys in order to save Christmas!

There aren't many Christmas video games from this era, but one that is undoubtedly holiday-based is Daze Before Christmas, a 16-bit platforming action game.  If you haven't been bestowed with this game's presence (heh... like "presents", get it?) it's probably because it was only released in Europe and Australia for the Super NES and, here, we have the version for the Genesis - excuse me, Mega Drive - that was only released in Australia (hence the "(Au)").  What is amusing about this being an Australian exclusive (for the Mega Drive) is that Australia is in the southern hemisphere, so their Christmas happens in the summer, a stark contrast to the wintry scenes in this game! All of the levels named with countries and geographical areas (England, Russia, Japan, USA, and the North Pole, of course) are in the northern hemisphere.  In any case, John Brain has mapped all of these 24 levels, drawing attention to this globe-trotting - but regionally limited - Christmas caper!

So to recognize the effort put into mapping this "advent adventure", John Brain's Daze Before Christmas (Au) (Genesis) maps will be known as VGMaps.com's Maps Of The Month for December 2025.
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