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21
Maps In Progress / Re: YK's random map progress thread
« Last post by YelseyKing on November 04, 2024, 01:26:32 pm »
I wouldn't mind helping you stitch the chunks together into a single image. The PC I have now is far and away much better equipped than the previous one (having 16x more RAM certainly helps), so whenever you're ready, you can send them to zanazac( at )protonmail.com and I'll put them together for ya! :D

Heh, thanks for the offer, but as it turns out, the overall map size is quite a bit smaller than I thought. I've narrowed the dimensions down to 6144x6144, which, while not exactly *tiny*, is still a good bit smaller than, say, that Ultima 6 map. I'm pretty sure my PC can handle it. But if not, I'll keep you in mind. :D

I actually finished one of the other two overworld maps (the swamp), which was much smaller and more easily done, and I suspect the third one (the jungle) won't be a huge deal, either. I'd say I'm probably about 70% finished with the main overworld, and most of the work after that will be in the dungeons, of which I've still only explored a few so far.

And yeah, it's a neat game. It's not the *greatest*, but it's honestly aged surprisingly well. My childhood memories of it were that it was a lot jankier than it ended up actually *being*. I'm enjoying it, at any rate, and look forward to showing off my work when it's done, and hopefully increasing awareness of this unsung little gem.
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Maps In Progress / Re: YK's random map progress thread
« Last post by FlyingArmor on November 04, 2024, 09:51:17 am »
Hey Yelseyking!  8)

I've decided to take on a new project. Dungeons & Dragons: Warriors of the Eternal Sun, for Genesis. A game I played a long time ago, as a kid, but never actually *finished*. It's kind of like... I dunno, "Ultima 6 meets Eye of the Beholder", I guess? A few large, sprawling overworld maps with turn-based battles, and first-person dungeons with action-based fighting. The overworld maps would be ripped directly, of course, whereas I'd map out the dungeons manually.

That game looks really cool! I especially like the military projection that's reminiscent of Ultima VI and VIII. When I first encountered it playing Ultima VI for the first time, I found it to be really strange, but it grew on me over time. It's also a really smart way of showing all sides of a building while still sticking to a tile grid system for graphics.

Got started on it properly last night. The dungeon maps are going smoothly, and won't be a problem, but the overworld maps may be an issue... I don't know if it's my antique image editor (Paint Shop Pro 5... yay for turn of the millennium software!) or just my aging PC in general, but I don't think I can do a *full* overworld (if an image's dimensions are too large, I get an "out of memory" error when I try to save). I've seen huge maps here before (e.g. FlyingArmor's massive 16k*16k Ultima 6 overworld maps), so I was wondering... I can rip smaller chunks of the map, and if I did, could someone else here with the means combine them into one large one? Thanks!

When I worked on the Ultima VI overworld map you spoke of, I had to break it up into four quadrants when building it up, because my PC was otherwise severely underpowered for such a gigantic image. When bringing them all together, I think I had to export them as separate image files because having the current quadrant plus the gigantic target file open at the same time would've been impossible. I even had to ask someone else to optimize the PNG because my machine didn't want to coöperate with such an onerous task, haha.

I wouldn't mind helping you stitch the chunks together into a single image. The PC I have now is far and away much better equipped than the previous one (having 16x more RAM certainly helps), so whenever you're ready, you can send them to zanazac( at )protonmail.com and I'll put them together for ya! :D
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Maps In Progress / Re: YK's random map progress thread
« Last post by YelseyKing on November 03, 2024, 06:32:03 pm »
Just popping back in to say that I am hard at work on this, and I should be able to get it done without any assistance. It's slow going, but I'm making steady progress. Mostly, it's the main overworld map that's taking forever to assemble, but it'll get there eventually.
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For this month's "Maps Of The Month" featurette, I wish to draw your attention to Will Mallia's Magical Quest 3: Starring Mickey & Donald (J) (Super NES) maps.

After pranking their uncle Donald, the triplets, Huey, Dewey, and Louie, hide from him in the attic.  While there, they discover a magical book, which is the gateway to Storybook Land.  The evil King Pete kidnaps the trio and plans to also conquer the "outside world".  The Fairy Guardian of Storybook Land teleports Mickey and Donald there to save its inhabitants from tyranny and to rescue the ducklings.  And so begins another 16-bit Disney adventure!

Playing very much like The Magical Quest: Starring Mickey Mouse and The Great Circus Mystery: Starring Mickey & Minnie (later known as Magical Quest 2: Starring Mickey & Minnie in its GBA rerelease), our heroes venture through a handful of stages of platforming action, with jumping, block-throwing, and utilizing outfits that grant helpful abilities.  But this time around, these skills differ between the characters.  For example, with the knight outfit, Mickey dons heavy metal armour and a lance with a boxing glove, but Donald wears a buoyant wooden barrel and swings a hammer.  So the experience varies, depending on who your favourite Disney character is.

Capcom's Disney games in the 8-bit and 16-bit days are examples of licensed games that are actually good.  While there's always the expectation of using character recognition to drive sales, other developers might try to get away with just putting out a game of subpar quality because they know they'll sell some regardless.  But Capcom, already a big name with a reputation for quality games, maintains that by making polished games, regardless of if the intellectual property is their own or licensed from someone else.

So to recognize the effort put into mapping this bright and cheery animated adventure, Will Mallia's Magical Quest 3: Starring Mickey & Donald (J) (Super NES) maps will be known as VGMaps.com's Maps Of The Month for November 2024.
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Map Requests / Re: JonLeung's Requests
« Last post by Cyartog959 on October 30, 2024, 11:49:02 am »
Alright. I have no problem with all that. I don't want to disappoint anyone here. I was only talking, but you're right on this and others. Its about your personal requests in this post, and I can do the mapping myself. Its the first steps I've got to take.

Not too nervous or anything like it, and don't want to be rushed of any sort by pressure, not that I am in it, but, yeah, I can do it, and still talk about other matters and hang out, which I like to do sometimes, 'cause it comforts me.

I almost forgot to ask, how goes the talks with Stubbsy on the matter with Alwa's Awakening's map since you sent your message? I don't want to presume its briefly forgotten because of how busy everyone's been at times. I hope you've kept in touch.
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Map Requests / Re: JonLeung's Requests
« Last post by JonLeung on October 30, 2024, 09:43:00 am »
I'm generally not as interested in aftermarket/homebrew NES games when there are still many official games not yet mapped.  And this particular topic is about my personal requests, of which zagato blackfist has recently been doing a lot of heavy lifting by considering them and mapping them, which is why it comes up a lot when I thank him for each one.  There are not many NES games remaining on my list as of now.  This could change, as I'm sure it wouldn't take much for me to skim through all the NES games and pick out some things of interest I may have forgotten about and then add them to my list, but I'd like to see this batch done before I even consider doing that.  Some of the NES games I had requested I felt were already a bit of a stretch for me to think anyone was even interested.

That's not to say I'm entirely immune to the charms of some new NES games.  I did recently add "Rugrats: Adventures In Gameland" to my list; this is a game that was released this September (just last month).  It can be played with a modern look and an NES look.  But it's not just aesthetics, it really is a NES ROM under the hood!  On PC, on the Epic Games store, they actually gave away the game for free the first week that it was out, which is crazy!  But, at least at the time, no NES ROM is included in the Epic Games version.  But if you get the Steam version, the NES ROM file is in the game's folder, which can be played on any NES emulator or flash cart.  I've got it on my recent-ish purchase of an Anbernic RG35XX SP:



And literally just a couple nights ago I got the last of four endings in the PC game "Beyond Shadowgate", which is now also on my request list.  It's a true sequel to the NES classic, not to be confused with "Beyond Shadowgate" on the Turbo Grafx CD, which was meant to be a sequel but whoever got the rights changed it from its original version.  This newer one is the version intended by the original creators.  While not technically a NES game, the interface is pretty much the same.  The window where the action takes place is still 112 x 112 pixels.  While the original game's resolution is 256 x 224 (as are all NES games), this one is 400 x 225.  The extra pixel of height making it 225 pixels means that it's a multiple of 9 pixels, hence, it has a 16:9 ratio for modern displays.  The extra width is for some background specific to the area (sort of like a Super Game Boy border), or the hotkeys on the left and the mini-map on the right, but otherwise certainly feels like a NES game.



But you see, I'm interested in Rugrats: Adventures In Gameland because the coexisting modern/NES styles is neat (I'm not even a Rugrats fan at all), and I'm interested in Beyond Shadowgate because it's a modern sequel to a NES game and retains its aesthetics and gameplay (though mouse control is nice).  I'm not throwing shade at any other NES games being made these days, it's just that if they don't have an interesting hook to make it worth my time, when I have an 8-bit craving, I'd rather be playing classic NES games that I still haven't gotten around to.  Yes, even I haven't played every NES game... (I'll get around to Battle Of Olympus, Magic Of Scheherazade, and Rygar one day, really!)  There's been discussion before about how realistic it would be to see every official NES game mapped, which shows mappers are generally more interested in prioritizing that over newer games.

(You mentioned the homebrew NES game "Böbl", which has been mapped here.)

And has been suggested many times before, specifically to you, Cyartog959, if you love these new NES games so much, or other games on other platforms you've mentioned, and really want to see maps of them, you could map them yourself...  As I've said, it would be nice to see you at least try, but (disappointingly) you never actually seem to consider it.  If you have the desire for them, put some drive into it.  As in actually making them, instead of just expecting others to do so.

Cyartog959, I appreciate that you are passionate about maps, and discussion is a good thing, but consider making a different thread for your own requests or if you feel you have lots to say about a particular topic (like NES homebrew/aftermarket games).  This one is about my personal requests, which is admittedly self-serving, but that's what this one is.  My requests I think are generally reasonable and skew towards popular games, if you're wondering why these are steadily getting done.

We can continue this discussion in another thread, and good luck with your own mapping endeavours, if you do get into it.  I'm sure there are many people that can help you here on these forums if you need assistance.
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Gaming / About "Hatch Tales"...
« Last post by Cyartog959 on October 30, 2024, 04:13:05 am »
I have been content about waiting when it comes to whatever game is highly-anticipated and may set to be a big hit to gamers, even towards indie games, but I got such thought about the now-latest game from Atooi, run by only the one founder behind that company, Jools Watsham.

Yes, if you're about to ask, I have heard of him. Watsham's been responsible for "Mutant Mudds" and its tough sequel, "Super Challenge" for the 3DS, along with a couple games, such as the horror game series, "Dementium", "Moon" for DS, and its later episodic redux for the 3DS, "Moon Chronicles", when he and his partner, Gregg Hargrove(who's been long gone from our world. may he rest in peace.), were at Renegade Kid, of which they founded years ago.

That former company's been disbanded for Watsham and Hargrove to begin Atooi and Inifinitizmo(surely shuttered now following his departure), both in respective order. As it now stands, Watsham holds loads of game IP in his hands, by himself, and relied on contractors to do some work, not having one or more devs actually employed at Atooi to help him on his projects.

Now, to the latest game at hand...

The backstory about the game is this...

(apologies for this long post, BTW)

"Hatch Tales", formerly called "Chicken Wiggle Workshop", was conceived as an HD port, later a redoing on the Switch, of Atooi's 3DS game, "Chicken Wiggle", which stars a flightless bird named Chicken, partnered by a helpful worm named Wiggle, and had the duo set out on their adventure to save Chicken's kidnapped friends from a rather generically obvious witch in her sky towers.

The game's original goal was to give it a high-definition makeover while retaining the level editor and providing additional levels to bring more replay value to the game. At first, I was rather a bit impressed and intrigued about that.

The game launched a Kickstarter campaign to provide funds needed to complete it, and was quite successful, but got quite too close to losing the funding in its last hours.

As time went on, the game was formerly promised to deliver an all-new exclusive campaign to "Hatch Tales", called "Holly's Nightmare" which was originally supposed to feature another new playable hero, Holly, and her pal, Squiggle, to confront their own new main villain in her adventure, and another campaign centered on Max from "Mutant Mudds" of his own called "Max's Dreamland". They were both supposed to be unlockable, from my guess.

There were also going to be additional bonus levels from collecting the Super Gems and obtaining all regular gems in each world's level, which was partially inspired by the later post-main game worlds' levels from the likes of "Super Mario 3D World". Would've been really cool to play them.

And it was going to feature the option to switch between the HD visuals and the pixel art visuals any time we wanted. Bit on that shortly.

For years waiting, the game has hit with many delays in concern about the development, and I had been tolerant about that for so long, but I grew worried about when it was ever going to release at all, as others that backed the game have. The unnecessary long periods of radio silence gave us transparency issues about how the game was in between the post updates.

Many people tried to talk to Watsham, but he kept hush-hush about that by any means. I can presume he doesn't want to face such bad publicity and humiliation within the video game industry as a whole.

Clarification was given, though. Doing an HD redoing of Chicken Wiggle took much work of Wastham by himself, even though he rounded up contractors to offload work to them. And, obviously, money was lacking in keeping development going. That set the game back a notch or so. Especially when it came to a game that had no context about a level editor inspired by the likes of "Super Mario Maker" and the DS "Mario VS. Donkey Kong" sequels.

Then... unexpectedly, a bewildering decision hit the game's work real hard and thrashed many backers' goodwill to Watsham...

One not-so crazy day, Watsham got that bizarrely wack notion that the game was "suffering" from its so-called "identity crisis", because he believed that game to be, bear with me on his quoting, "too kiddy" and "not cool enough"! I mean, come on! I can't even think to imagine such a decision that takes away much of the game's original charm for it! A little chicken and a worm counting as "kiddy"? Really bizarre! They may look quite cute, but, that was part of the charm it had!

A game, depending on the tone and setting and so on, is meant to have great appeal to both children AND adults.

That decision led to a lot of work done on the promised campaigns completely scrapped aside to start the work all over from scratch again! And I don't mean the graphics. That decision cost so much goodwill and trust toward Watsham and Atooi as a whole and caused more great delay in the project.

The additional time got spent on re-establishing the idea about what "Hatch Tales" was about again by making a new direction to it. And over through time spent and lack of coherency of its "identity makeover", a new character got made as its one sole protagonist, Hatch, a flightless, more mature and serious-looking hawk with only his hookshot as his weapon.

Yes. Hatch is obviously a slightly mature-ish copy and paste of Chicken, but, rather, a hookshot gadget replaced the worm as his only method of survival against evil and danger.

Once Hatch has been settled as the main hero, a new only campaign got set to be its only main adventure in the game, and its focused on the esteemed kingdom called Talonreach, which was under the threat of the ancient evil frozen wraith, Nazar. Yes, it now has a different main villain instead of a witch.

Fearing Nazar's threat, the unseen and unnamed Queen called on Hatch to stop his evil by undergoing a journey to save the bird people Nazar imprisoned in his frosty prisons, recover the Ember Sprites, the obvious replacement of Super Gems in the former vision, and recover Talonreach's powerful Sacred Artifacts located in the Frozen Dungeons, for they hold the key to his defeat in his frozen mountain he resided upon his awakening.

After SO MUCH WAITING, about almost SIX YEARS to be exact, the game got finally launched, under its changed surname at the last minute, "Hatch Tales: A Heroic Hookshot Adventure". Really? That's the surname needed to better its "identity change"? I've seen games that had better names than that.

And I have to say this, after all this time waiting for it... I am VERY, VERY, VERY DISAPPOINTED about that game.

The levels' artwork as a whole are using the same original setting across all worlds, not one having unique styles to better suit their themes. There was no context on what to do and where to go on that adventure, other than the first level's wordless tutorial. And there was no context on whatever changes were made behind the scenes, such as having one additional HP to Hatch after losing so many times in a level again and again.

If one pays attention, the first world's background layers were repeatedly given color swatches for almost each world, not a one given unique artwork to better distinguish World 1's only original artwork.

Almost all of Chicken Wiggle's enemies are obviously recycled, but given coats of HD paint. I do mean, ALMOST. I can tell not a single new enemy was present in "Hatch Tales" at all.

The Frozen Dungeon levels are nothing more than a very disappointing short run with only a frozen bat as its only enemy to defeat, with a hidden room containing all 100 gems at once changing the room and the hidden path in each world, and unsatisfyingly ending with just grabbing a Sacred Artifact at the end. I mean, REALLY. No unique bosses to defeat before getting them!

And, of course, having done all 8 worlds, I got to face the ONLY boss in the game, Nazar. And, to my utter disappointment, he has the same attacks as the (3DS SPOILERS!) witch from "Chicken Wiggle" does! He only pounds with his hands and does laser eyes! NOTHING ELSE! And, I only have to stun Nazar with the hookshot in order to truly hit him on his head, just like how the (SPOILER) LONESOME witch from "Chicken Wiggle" had to be defeated. Moreover, he takes only THREE HITS to defeat, just like the witch had.

THREE HITS to defeat the ONLY BOSS of the game at the end?! UNSATISFYING.

The ending is NOT what I hoped or expected! It (SPOILERS) just showed the mountain Nazar was in melting down after defeating him and giving out one closing dialogue line before the credits rolled. And there was nothing else. No praise to Hatch for winning against Nazar, no look at the queen that didn't see her rewarding Hatch for his heroics, and no satisfying closing out on that extremely lackluster story.

To make this brief for those of you that don't want to read long, your "tl;dr," if you prefer; I am disappointed in how Hatch Tales went, and its overall presentation as an indie video game... and in Jools Watsham, too, as a game developer. VERY disappointed.

I have lost some goodwill on Watsham's capbilities following this back and forth waiting debacle of a video game he alone made, as the only person leading Atooi with no hired employees, backlogged games in development, even "Treasurenauts", that was shelved again and again after the announcement over TEN YEARS AGO. That game's supposed to come out, but other priorities had forced the game to hold development. NO big surprise.

If Jools keeps up those kind of unnecessarily bizarre decisions that bashes up goodwill to fans of his games, what kind of future does he have as a game developer as a whole, or the company he's trying to manage? Just try to imagine that outcome.

I do have this bit of wisdom Shigeru Miyamoto shared about how game development can actually get done right as a reminder to game devs all over the world and their home regions and countries. Shigeru said these words I really need to share, "If you believe in your idea, and that it's something people will want, then all that remains is for you to polish and raise it to a sufficient level of quality. So no matter how talented of a staff you've been blessed with, if you don't have a clear direction for your idea, I don't think a good game will come out of it.". Shigeru also said that, to quote, "each staff member should contribute to the overall product and that the lead should keep everyone on course and hold on to that initial vision".

If you want see where he said such words, there this NintendoLife post link about that here, for those that may want a read - https://www.nintendolife.com/news/2022/09/random-miyamoto-had-some-sage-advice-on-game-industry-success-in-1989

Miyamoto's wise words couldn't have been more well-spoken today, even when it comes to game development in all vantages. I believe that completely.

If any of you want to play "Hatch Tales" to see how it is, go ahead. But fair warning, you may feel some dissatisfaction about the presentation.
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Map Requests / Re: JonLeung's Requests
« Last post by Cyartog959 on October 29, 2024, 10:59:04 pm »
Well, I'm fine with seeing NES games' maps uploaded now and then, but I feel should keep you up to speed that there are still new NES games made, and they can be as good and/or great as the many past games mapped so far.

I didn't mention to you and the mappers in the community about said games before, but, might as well, anyway.

"Trophy"(not a trophy, the game's actual name) by Gradual Games - https://www.youtube.com/watch?v=vxqdsiihpCk

"Sam's Journey"(2017 - 2024) NES port by Knights of Bytes - https://www.youtube.com/watch?v=XsBnlkQHkpA

Morphcat Games' three very own original games... (left their video trailer links here for you to watch)

"Space Gulls"(2021) - https://www.youtube.com/watch?v=fuOkfqogLro
"Böbl"(2020) - https://www.youtube.com/watch?v=Uor-iTY-FqQ
"Micro Mages"(2018) - https://www.youtube.com/watch?v=VFX401vvKTQ

The last of said game in this lineup was, in truth, made to fit on an actual 40-kilobyte cartridge, just like Super Mario Bros. did.

They all gave out splendidly great graphics that withstood the NES' limitations.

I'll leave you with this video link about how Micro Mages handled being in a 40-kilo cart with clever tricks and techniques, so you can watch(slight heads-up, little complicated tech speak in the vid. A little to take in for those that don't understand it yet.) - https://www.youtube.com/watch?v=ZWQ0591PAxM

If you've not heard of 'em, well, take a look. I'm sure you'll like 'em.
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Map Requests / Re: JonLeung's Requests
« Last post by JonLeung on October 29, 2024, 10:02:17 pm »
Though appreciated as always, it's hardly a surprise that zagato blackfist smashes another NES request!  The Incredible Crash Dummies I know is an unusual request, but there we have it.

There are a number of different platforms with The Incredible Crash Dummies games; some are similar and some are different.  The NES one, as far as I know, is unique.  I could have sworn that the Game Boy one was similar, but upon checking the screenshots on MobyGames, it's not.  But the Game Boy game is similar to the Game Gear and Master System ones.  And the Super NES and Genesis ones look like each other.  And the Amiga one looks like the one for the 16-bit consoles but with different backgrounds for some reason.  It's kind of confusing.

Speaking of confusing, The Incredible Crash Dummies is featured in Nintendo Power, Volume 48 for May 1993.  Its feature is right before Super Turrican for the NES, which did not end up getting a North American release.  When The Incredible Crash Dummies is summarized in the "Now Playing" section at the end of the issue, it's erroneously titled "The Incredible Crash Test Dummies".  That's right, the "Test" shouldn't be in there, at least in this context for the brand of the toys and media at the time.

I wasn't big on action figures as a kid (unless you count Transformers?), and I was probably of the age when I should grow out of them, but for whatever reason, I recall my brother and I having a handful of these toys.  I don't recall what the appeal was for us, but there we go.  I'm pretty sure we had Spin, Daryl, Spare Tire, Skid The Kid, and one of the vehicles, though I'm not 100% sure which one.  I think it was one of the bikes, as I never did get one of the cars, which is odd.

Didn't expect to be going down memory lane when it comes to the toys.  But, anyway, remember to wear your seatbelt.  (The YouTube animator "TheOdd1sOut" says something to that effect at the end of many of his videos, doesn't he?)

Thanks again, zagato!  Not many NES games remaining of my own personal requests...
30
Maps In Progress / Re: Nosferatu (SNES) Mapping
« Last post by Robert_Chrystian on October 28, 2024, 11:19:03 pm »
Hey dark_lord_zagato and FlyingArmor, I'm so sorry I've never responded to this. Today AVGN released an episode on this game, and suddenly I felt like playing this game again. Opened the emulator and the first thing I did was searching for maps, and what do you know, I found this thread I created in 2017, which I have little to no recollection about. I then went through files in my computer, only to find that I've spent three days doing this and completed Stage 1 and 2, then started Stage 3 but stopped shortly after, never got back to it and completely forgot about it, hahaha. Just one more incomplete project in my huge backlog.

Anyway, life changed so much, but I'd love to get this completed somehow. FlyingArmor, if you're still somehow interested in this old thread and could reach out to me on robertchrystiansb@gmail.com, we could arrange a Discord meeting and join hands to get this completed. I will try to continue this on my own, but what happened back then can easily happen again as life puts stuff in my face, but I really wanted to complete this project, and maybe finish this tough game in itself, once and for all.

Let me know, and again, I'm so sorry I never responded you guys. I know it has been almost 10 years. Sorry about my lousy memory.

Robert
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