Well, here we go. Time to explain the processes...
This is the mock-up image of a possible "Kid Icarus DS" that started this idea:
It's from
KENNETHFEJER.COM, where I stumbled upon more than once, lastly when I was looking for sprite artists to create the bosses for our "other" project.
This is Pit, and Pit "superfied":
A keen eye might note that the colours of the "Super Pit" are the same as those used in the Pit from Kenneth Fejer's "Kid Icarus DS". Though I never did end up using Pit in this...
This is how Medusa looked like on March 30, 2007...I simply looked up "Medusa sprite" on Google and got a screenshot of Medusa from one of the PS2 Castlevania games:
Not that it matters much, but the colours on Medusa didn't push the image over 256 colours. But I decided that it didn't look right (too many unique "tiles", etc.) that I had to do something else. I considered pasting Snake Man stage tiles (from the Genesis version of Mega Man III in Mega Man: The Wily Wars) overtop of that image, but that didn't work at all. On the last day, I settled on giving the NES Medusa a "makeover" which was really just an enhanced palette. The eye was originally Vitreous from The Legend Of Zelda: A Link To The Past, but that was changed to look more like the original eye. However, the colour of the pupil is the same as that of Vitreous.
This is Medusa, and Medusa "superfied":
This is how the title came to be:
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And the the colours were tweaked a little more and skewed to give us the final title:
The title was the second-last thing I worked on (the last being Medusa), so I didn't have much time to try to create something from scratch.
And finally, there were a number of phases for each map:
1. Bergles's or Rick Bruns's original mapThough I had hoped to have some time to make all-new stages, time constraints meant I could only make a remake. I started with the maps of Kid Icarus that are already available.
2. The corrected Bergles map or the enemy-purged Rick Bruns mapBergles's maps aren't all properly aligned, and there were other anomalies. Rick Bruns's maps were more accurate, but he left the enemies on them. Maps from both of them were used, and Revned's Tile Slicer/Splicer was really instrumental in correcting all of the tiles.
3. The tile-replaced mapThe trickiest part of this project was finding the right tiles. I used graphics from any console game, so long as it was technically superior to the NES. This meant many Super NES and GBA tiles, but also Genesis and Neo-Geo tiles. What I ended up with here was something that looked more like a Super NES game (but with a bright pink background).
4. The manually fixed/tweaked mapThere were some fixes that had to be done; in many, you'll see that corners were rounded. I also found some oddities that I missed in the previous steps, and these were cleaned up, too. World 2 seemed to be cursed, I kept going back there to fix things.
5. The complete "Super Kid Icarus" map, with backgroundI was down to the final week by the time I was selecting backgrounds. I kept thinking that we needed more Super NES and Genesis games, particularly platformers, mapped out.
6. The final map, with header, footer, and borderUsing a similar format as our Super Mario Bros. 3 maps, there are coloured borders per world, a single-pixel wide black border around the map, and a header and a footer. That's pretty much it.
And now Kid Icarus is the most-mapped series here on VGMaps.com...150% of its series (3 out of 2 games) has been mapped! Kind of... >_>