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41
Gaming / Creativity Towards Mini-Bosses
« Last post by Cyartog959 on June 03, 2025, 05:14:04 pm »
Well, the one other thing I would like to talk about mini-bosses are the thought, effort, heart, and, oftentimes, soul in giving mini-bosses their unique, original designs... along with making them not too repetitive in their appearances.

The Mega Man and Kirby series do have many games that feature mini-bosses, though their amounts and originality really differs.

Many Mega Man games have mini-bosses, but only in select stages, not in each. The one thing is some are fought more than once mid-way through select stages, even with hazards place in to make these battles a bit tougher, like Paozo from Mega Man 9, fought not once, not twice, but THRICE in Concrete Man's stage, all in a row. Granted, that game was made for WiiWare, as well as PSN, and XBLA, and that's fine by me, but still.

Being that many were made for NES, SNES, and PS1(despite the CD's storage size that could've guaranteed some more, then), it seemed like there weren't much, due to the former's carts holding little space for game content at the time, even on SNES because the sounds are comprised of recorded DPCM samples, at least until Mega Man Zero, ZX, and ZX Advent, had a bit plenty more in these games.

Mega Man 11 was first game in the whole series to have a mini-boss fought in each of its main stages, and that gave me some satisfaction in fighting them in their own chosen stages. I fought them, and it was more fun.

Kirby's Dream Land, the first Kirby game, debuted mini-bosses, Poppy Bros. Sr., Lololo, and Kracko Jr., all original, and Kirby's Adventure introduced many new mini-bosses that went on to become recurring in many games to come, such as Bonkers, Mr. Frosty, Grand Wheelie, and Bugzzy.

What I don't find it select games in that series trying to make any regular enemy a mid-boss, like Waddle Dee, for instance. Sure, it may seem like any one enemy's trying to prove capable of being one, but it doesn't do any good being original, nor uniquely creative.

We had more new mini-bosses in later games, but others weren't chosen to reappear, like Batafire, Bombar, Gao Gao, Miasmoros, Water Galboros, Super Bonkers, Box Boxer, Big Metalun, Tedhaun, Rolling Turtle, Boxy, and Phan Phan. King Doo, Blocky, Gigant Blade, and Kibble Blade did reappear, but I feel they're more better favorites chosen for their reappearances as somewhat of a priority than having new mini-bosses to fight.

Kirby: Mass Attack does have mini-bosses, mostly unique, others slightly.

Super Kirby Clash have different variants of select mini-bosses and regular bosses, being mostly about battles and such, being a spin-off; Kibble Blade was given, Frost Kibble Blade, Bonkers was given Spark Bonkers, Kracko was given Venom Kracko, and Gigant Edge was given Gigant Edge was given Ignite Edge, and Ice Dragon was given Electric Dragon. all neat variants with designs that stood them apart.

Here's image links about their concept art...

Venom Kracko and Frost Kibble Blade - https://cdn.wikirby.com/b/b7/SKC_Venom_Kracko_and_Frost_Kibble_Blade_concept_artwork.jpg
Ignite Edge, Spark Bonkers, and Electric Dragon - https://cdn.wikirby.com/7/72/SKC_Team_Elementrio_concept_artwork.jpg

What I find quite disappointing from Kirby: Star Allies, and Kirby and the Forgotten Land is that they only have one new, debut mini-boss, whereas all the rest are just recurring mini-bosses from past games, the latter given "Wild" re-appearances. I can easily recognize their designs.

I'm feeling in my mind sometimes the designers behind Kirby are kinda having their own creative blocks in trying to create new minibosses in new games. Its a bit worrisome because it takes away brevity, and it doesn't add much to the series' overall bestiary total.

Zelda's Tri-Force Heroes' worlds in The Drablands all have mini-bosses fought at the end of their second dungeons, being stronger variants/alternatives of past and recent monsters, such as Electric Blob King from Buzz Blob Cave, Electric Blob Queen at Abyss of Agony, Freezlord at Snowball Ravine, Grim Repoe at Palace Noir, and Gigaleon at Deception Castle.

The reason they were not fought again in later dungeons is because they were given their own designs to stand out from normal monsters, and it keeps the game's brevity and ensures no single mini-boss gets fought more than one time. I find it enjoyable to fight unique mini-bosses without having to face them too many times or as downgraded enemies.

SMALL FACT: All the bosses, even the mini-bosses, were all designed by Grezzo's designer, Mikiharu Oiwa. That was confirmed true by that designer's answer via a post in Miiverse, while it was up.

I don't know if its more tougher to create new mini-bosses than normal bosses in new games, despite the more available RAM memory and stronger CPUs guaranteeing lot more than just bigger 2D levels and more mini-bosses to place them in, which I really like, but I think it shouldn't be. We have loads of tools, programs, and inspiration sources to create them. The matter is utilizing and harnessing them.

I felt like speaking more about them because their attention should be given more.
42
Gaming / Re: Vertical loop glitches in Sonic Superstars
« Last post by Archibald on June 02, 2025, 09:57:54 pm »
The issues with sloppy seams and unreachable rings showcase the challenges developers face when trying to innovate within a 3D space while maintaining the fluidity that 2D games naturally achieved.
Thank you
43
Maps Of The Month / 2025/06: Jurassic Park: Rampage Edition (Genesis) - Vertigo
« Last post by JonLeung on May 31, 2025, 09:30:23 pm »

For this month's "Maps Of The Month" featurette, I wish to draw your attention to Vertigo's Jurassic Park: Rampage Edition (Genesis) maps.

Who would want to return to Isla Nublar?

In an alternate continuation to the original Jurassic Park, while Dr. Alan Grant escapes in an InGen helicopter, he spots another InGen helicopter with an armed team of field agents arriving on the island.  He deduces that they are there to recollect eggs and DNA samples for nefarious purposes, perhaps starting another Jurassic Park or creating an army of dinosaurs. Grant reaches for the helicopter radio to warn the Costa Rican army that is already there intending to destroy the park, but a fight with the InGen pilot causes it to crash back on the island.  And so, Grant's adventure on Jurassic Park continues.  (Now with more rampage, apparently.)

As with the first Genesis Jurassic Park game (which Vertigo has also mapped), Jurassic Park: Rampage Edition can be played with one of two characters, either Dr. Alan Grant or a velociraptor.  Though many of their stages are similar, the order differs slightly, and there are some landscape differences, as well as the placement and types of enemies and items, depending on who you play as.  Vertigo mapped out both Grant's and the raptor's stages, as well as both marked and unmarked, if you like to be able to see the enemies, items and weapons, or if you'd rather take in the quiet natural beauty of Isla Nublar without distraction.  That means Vertigo mapped some of these areas FOUR times!  It's a good thing that this game looks great, and Vertigo sure did it justice.

So to recognize the effort put into these maps allowing us to survive Jurassic Park again, Vertigo's Jurassic Park: Rampage Edition (Genesis) maps will be known as VGMaps.com's Maps Of The Month for June 2025.
44
Gaming / Re: Mini-Bosses... Favorites?
« Last post by Cyartog959 on May 31, 2025, 03:35:41 pm »
I beat it on an emulator with the help of a ton of savestates. The game punishes you hard for even the slightest mistake, so savestates help a lot. Savestates are also helpful considering it's a long game with no passwords, which it really should have had.

I wasn't thinking about mapping it. It was just a childhood game that I never beat and a game praised by many so I just wanted to finally play through it.

Oh, yeah. That tough. Yeah, I kinda thought the same about what it should have had. No wonder.

I only meant the maps are available to see, not you to map it, because it was already covered.

Well, that's fine, and good for you that you finished it.

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Not sure. Hard to say without actually playing the game. It felt a bit overused, but on the other hand it gave the game a coherent and characteristic style. That's something I feel is important in games. If you can tell what game/series/company it is just by a random image or sound clip, then it has good characteristic/soul (not sure what's the right word).

Characteristic is that word, but yeah, soul works as an alternate. Don't worry.

Well, when you get the chance, you can purchase and play the game. It's still up on Xbox(the  later consoles, at least) and PS3(still standing, thankfully. don't ask why, but, yeah.).
45
Gaming / Re: Mini-Bosses... Favorites?
« Last post by mechaskrom on May 31, 2025, 02:06:44 pm »
Guess you had a tough time trying to get to the end. Well, there's already maps, so no need to fret about getting by.
I beat it on an emulator with the help of a ton of savestates. The game punishes you hard for even the slightest mistake, so savestates help a lot. Savestates are also helpful considering it's a long game with no passwords, which it really should have had.

I wasn't thinking about mapping it. It was just a childhood game that I never beat and a game praised by many so I just wanted to finally play through it.

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You like it? Really accentuates their technological style. Even in some stages.
Not sure. Hard to say without actually playing the game. It felt a bit overused, but on the other hand it gave the game a coherent and characteristic style. That's something I feel is important in games. If you can tell what game/series/company it is just by a random image or sound clip, then it has good characteristic/soul (not sure what's the right word).
46
Maps In Progress / Re: New maps from a new member
« Last post by dark_lord_zagato on May 31, 2025, 09:47:33 am »
Hi Ricardo. It's great to see more people getting involved in this. I've been grinding away at the NES index for the last few years but most of the games you listed are fine if you want them.

The only one of these games i've been working on is Klash Ball. Actually, i've already ripped all the backgrounds, so i'll send it in today.


I have codes for Zippy race that might be helpful to you. They make you invulnerable to crashing so you'll be able to focus on getting screenshots.

Zippy Race [NES]
0021:1C Infinite Gas
0093:40 Invincible
0095:20 Invincible
47
Gaming / Re: Gravity Circuit
« Last post by Traciuarez on May 31, 2025, 02:27:44 am »
Sounds like Gravity Circuit is a real hit for Mega Man fans! The new boss rush mechanics and action-packed gameplay sound really engaging. Hopefully part 2 will build on all the strengths it has!
48
Gaming / Re: Mini-Bosses... Favorites?
« Last post by Cyartog959 on May 30, 2025, 11:17:06 pm »
I didn't know they had names. Thanks for telling me. :)

No problem. Many do have names, all differing on their own design.

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Thanks also for the concept art/development doc links. It's always interesting to see the groundwork behind a game.

Yeah. It is. I kinda feel some indie game devs should follow more organized groundwork and pacing for their games and their schedules. It got games out quite fast, even though delays do happen for quality improvement and necessary polish work. I mean, they don't really have to be too tough or strict, but, still, I worry about their games and sequels' development times.

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I've only played "Blaster Master (NES)". It has some cool (and big for the NES) bosses for sure. Nice graphics and music too, but it's way too difficult. I also don't like the controls, especially with the Wall 1&2 upgrades. "Blaster Master Zero" looks fun though and something I want to play sometime.

Guess you had a tough time trying to get to the end. Well, there's already maps, so no need to fret about getting by.

Oh, yeah, for a bit of backstory, for those that may like to know, the game first launched in Japan as "Chō Wakusei Senki Metafight", which is Japanese for "Super Planetary War Chronicle: Metafight", and it showcases its own protagonist, Kane Gardener, and the setting is Planet Sophia the 3rd, found in the near center of the Epsilon Galaxy, and orbiting it is the NORA Sattelite, home to the Science Academy of NORA itself, where Kane got trained to defend the planet from evil within Sophia's defense forces.

The backstory's from the game's Jap manual, but it tells quite a lot. Anyway...

Speaking of evil, a large horde of alien invaders, called the Invem Dark Star Army(the name for the series' enemies, blandly called "Mutants" in the localized NES game), has attacked the planet, and the leader behind them is Lord Goez(I kinda felt throwing that title in with his name makes him more villainous as an intergalactic conqueror. "Emperor" is fine, too, but, I went with the former.), and seeks to be the galaxy''s supreme ruler, unopposed.

Having no time to waste, Kane Gardner jumps into the fray with his all-purpose weapon tank, the "Metal Attacker", designed and developed by his obvious lover, scientist of Sophia's defense forces, Jennifer Cornet, and sets off to clean out the Invem Army, defeat Goez and save Sophia the 3rd.

The premise does fit more with the original setting, but the overall endgame goal is pretty much the same. Its only that the localized game has a slightly different story, which we all know has Jason Frudnick finding his pet frog Fred, and undergoing an identical adventure as Metafight's. I think Metfight's original story stands a bit more to me... and it was rather interesting to know some lore beneath it.

The bosses, that are Goez' top monstrous enforcers, they all do have names; Chlameatle, Gizzala, Z-88, Geroll, Lobsgator, Neo Gizzala(the copy-and-paste ice reskin of Gizzala), Fire Geroll, (fire reskin of Geroll), and Skelevenom(the penultimate boss before Goez, or in the localized game, "Plutonium Boss")

The enemies also have names. You can see them from this link, here - https://strategywiki.org/wiki/Blaster_Master/Enemies

The Blaster Master Zero trilogy neatly blends with the storylines of Metafight and Blaster Master together for a more unified storyline, and the palettes are all NES-styled, but clearly Hi-Bit, all the same(no past tech constraints included). The soundtrack and the sound effects, past and new, are all made through Famitracker, obviously, with the S5B sound chip expansion to accommodate Sunsoft's sound chip usage. You can notice that by ear.

I think you'll find the trilogy's gameplay quite enjoyable, the first giving some changes, even including mid-bosses in each area, and a very neat surprise at the end(if you can find all items and upgrades first), and the sequels improving so much more(with more surprises to find, too). Even the sprites from effects and bosses are undeniably big, as in screen-filling big, on some.

Yeah, these games are not yet mapped, but I have no idea of any existing tools/programs that covers ripping Inti Creates' maps... or if any have been made yet, but that's for another time.

Give it a go. You'll enjoy the rides Inti Creates and Sunsoft(the companies behind it by team-up) made. And, enjoy kicking Invem filth!

Of course, if you, and anybody else, too, really want to see the whole bestiaries of the whole trilogy, I've got image links of the trilogy's booklets that cover it. You might need a regular translator for it(just regular, to be exact), because its all in Japanese language. You can post the translated names when ready, too. I have no idea what their names are, either.

[SPOILER WARNINGS AHEAD!]

Blaster Master Zero Booklet, Pages 05 & 06, Enemy - https://kappa.vgmsite.com/soundtracks/blaster-master-zero-original-soundtrack/05%20Booklet%20p%2005-06.jpg
Blaster Master Zero Booklet, Pages 07 & 08, Boss Mutant - https://kappa.vgmsite.com/soundtracks/blaster-master-zero-original-soundtrack/06%20Booklet%20p%2007-08.jpg
Blaster Master Zero Booklet, Pages 09 & 10, Boss Mutant(continued) - https://kappa.vgmsite.com/soundtracks/blaster-master-zero-original-soundtrack/07%20Booklet%20p%2007-08.jpg

Blaster Master Zero II Booklet, Pages 11 & 12, Enemy - https://kappa.vgmsite.com/soundtracks/blaster-master-zero-2-ost/Image007.jpg
Blaster Master Zero II Booklet, Pages 13 & 14, Boss Mutant - https://kappa.vgmsite.com/soundtracks/blaster-master-zero-2-ost/Image008.jpg
Blaster Master Zero II Booklet, Pages 15 & 16, Boss Mutant(continued) - https://kappa.vgmsite.com/soundtracks/blaster-master-zero-2-ost/Image009.jpg

Blaster Master Zero III Booklet, Pages 11 & 12, Enemy - https://vgmsite.com/soundtracks/blaster-master-zero-3-ost/Booklet%20p.%2011-12.jpg
Blaster Master Zero III Booklet, Pages 13 & 14, Boss Mutant - https://vgmsite.com/soundtracks/blaster-master-zero-3-ost/Booklet%20p.%2013-14.jpg
Blaster Master Zero III Booklet, Pages 15 & 16, Boss Mutant(continued) - https://vgmsite.com/soundtracks/blaster-master-zero-3-ost/Booklet%20p.%2015-16.jpg

Honestly, when you find and face Skele-Venom(well, the bigger one, to be exact), you'll find its more monstrous variants, Skele-Veros, and Metal-Veros, quite challenging(I chose to go with those names because they're more original sounding than their generically inputted names, "Skeleton Boss", "Cerbeboss" and "Metal Cerbeboss").

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I haven't played "Hard Corps: Uprising", but I took a quick look at some YT-videos and I understand why you pointed out the green lights style. It's everywhere. :)

You like it? Really accentuates their technological style. Even in some stages.
49
Maps In Progress / Re: New maps from a new member
« Last post by ricardosallin on May 30, 2025, 09:37:55 pm »
Hello everyone!

After finishing some of the maps on my to-do list, I’ve been checking through the list of unmapped games and a few of them really caught my interest. I wanted to ask: is anyone currently working on any of these?

Of course, it’s quite a few games — I expect this project will keep me busy for a few years! But I’d like to avoid doubling up on work if someone else is already mapping any of them.

NES
- Xexyz (This will likely be my next project! It’s one of my favorites. I saw that Will Mallia mapped just the first stage — are you still working on it?)
- Galaxy 5000
- Gemfire
- Gun Nac
- Micro Machines
- North And South
- Puss 'N Boots
- Space Shuttle Project
- Super Sprint
- Simpsons: Bart vs the World
- Klash Ball
- Bomberman
- Bomberman 2
- Dash Galaxy in the Alien Asylum
- Bad Street Brawler
- Destination Earthstar
- Paperboy
- Predator
- Rocketeer
- Terminator, The
- Untouchables, The

FAMICOM
- CrossFire
- Cycle Race: Road Man
- Fantasy Zone
- Brush Roller
- Circus Charlie
- Ikinari Musician
- Moai-Kun
- Sakigake!! Otokojuku
- Yie Ar King Fu
- Zippy Race

SNES
- Prehistorik Man

ATARI 2600
- Pitfall

PC
- Alley Cat

Looking forward to hearing from you — and happy mapping!

Sallin
50
Gaming / Re: Mini-Bosses... Favorites?
« Last post by mechaskrom on May 30, 2025, 06:19:33 pm »
You mean Maximum Jumbo and Tri-Transforming Wall Walker? Oh, yeah.
I didn't know they had names. Thanks for telling me. :)

Thanks also for the concept art/development doc links. It's always interesting to see the groundwork behind a game.

I've only played "Blaster Master (NES)". It has some cool (and big for the NES) bosses for sure. Nice graphics and music too, but it's way too difficult. I also don't like the controls, especially with the Wall 1&2 upgrades. "Blaster Master Zero" looks fun though and something I want to play sometime.

I haven't played "Hard Corps: Uprising", but I took a quick look at some YT-videos and I understand why you pointed out the green lights style. It's everywhere. :)
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