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Messages - JonLeung

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1
Map Requests / Re: JonLeung's Requests
« on: August 13, 2025, 09:48:17 pm »
Okay, I got around to finishing Beyond Shadowgate (PC).

I'm not sure if I want to do a "marked" version, but to make up for that (???) if I don't ever do that, even though it's maybe more work, is that I made a version showing all the possible variations of all the screens in the game.  Maybe I need to come up with a better term than "Screens", but that's how I referred to them in zagato blackfist's submissions for the NES games Shadowgate, Deja Vu, and Uninvited (which inspired me to get all of those screens) as well as many other games, especially on the NES page...

Yeah, we're talking about over 1700 variations, yikes.

If a room has a single item in it that can be taken, there's two: one with the item there and one with it taken.  If there's a door that might be open or closed, that doubles it again.  For most rooms there aren't too many combinations.  But for some, there can be multiple items or multiple states, leading to exponential numbers of possibilities.  I tried to map them all as much as I could!

Believe it or not, I captured most of them in my playthroughs.  Since items can't be put down after they've been picked up (unless being used) and almost all doors can't be closed after they've been opened, it required a lot of saving and loading to be able to get the various combinations.  While I thought I was pretty good at getting all the combinations that I knew of per room, I kept finding stuff that I missed, like how the Wraith can appear in most rooms in the first half of Castle Shadowgate.  In this and a few other instances, mechaskrom's paint.net plugin that he made when I asked about comparing pixels made it easy to isolate differences (in cases where I couldn't just copy and paste rectangular or simple shapes), and from there, to copy over the right pixels to create combinations that I know are possible in the game, even if I hadn't actually done them in-game.  If the game didn't have such a rigid save system, it would be a lot easier...

Here's one example of many combinations for a single room.


And in yet another room in Themiere Mansion, there's a clock, and there are way too many combinations with that, so I just included images of what all the 16 possible clock faces could be - I wasn't going to multiply the already numerous screens by 16!  And there are lots of skeleton death images there because while most monsters in the game that jump at you and kill you have the decency to cover up many of the variables in the room, this skeleton doesn't block the door (with three states) or the clock (with four states), so it appears 12 times!


Yeah, there are a LOT of ways to die in this game, so I marked deaths (and impending deaths) in red.

If you actually use these when playing, you might find them upside-down at first glance.  That is, earlier rooms are shown at the bottom and later rooms are shown at the tops of these images.  That's because this game moves from "south" to "north".  So it generally works, except for the cursed Themiere Mansion (once again), where the basement/dungeon areas appear above the second floor, since you do go to the second floor before you go to the basement.  But these are just showing combinations, if you want to find your way around, referring to the actual map with room connections makes more sense.

I can't believe it's mid-August, as this game came out last September.  Sheesh!  I enjoyed putting it together, and it was a good reminder of how much work even simple maps can be, but man, I got other projects to do!  :P

2
Gaming / The Legend Of Zelda is 33⅓ years old today!
« on: August 13, 2025, 09:13:17 am »

Today, The Legend Of Zelda: A Link To The Past is 33⅓ years old (in North America); that's ⅓ of a century!
It's the third game in one of Nintendo's top three franchises and "three" is often used in the series: the Triforce, number of goddesses, and main characters, among others.
Happy 33.333...rd!
Feeling old yet?

3
Maps In Progress / Re: VGCartography - getting to work on PS1 maps!
« on: August 11, 2025, 09:22:37 am »
Site report, though: the link to the map of the last stage in MediEvil is broken. Just figured I'd point that out. Hopefully Jon sees this. :P

Thanks for the report.  And for VGCartography for letting me know before I saw it here...

I do have a habit of testing every link after putting up maps, and while I did test it initially, that was when I noticed that Zarok's Lair is included in the map.  So I went back into my files to rename the link, but apparently I hadn't renamed the actual file and forgot to retest.

It's been fixed now, but it can take a while for all the servers to catch up to the change.  If it's still not appearing for you, try a refresh, or a hard refresh with Ctrl+F5 or Shift+F5.

4
Map Requests / Re: JonLeung's Requests
« on: August 10, 2025, 07:19:29 pm »
VGCartography has hit me with a bunch of PlayStation game maps to publish here, they'll certainly be up, but it won't all be right away.  But I certainly prioritized Final Fantasy IX and Parasite Eve!

This double-helping of PlayStation games has also doubled up the number of fulfilled PlayStation requests thus far.

I didn't spend a ton of time with the original PlayStation back in the day as I probably should have, but the games I did play I certainly enjoyed, especially these two Square offerings.  I've mentioned here multiple times why I played Parasite Eve essentially four times to truly finish it, and Final Fantasy IX is among my favourite Final Fantasy games ever.  It's nice to see maps of them here now.

There will be even more PlayStation maps from VGCartography up here soon, look forward to them!  Thanks again, VGCartography!  Your work continues to be amazing.

...And on another note, if anyone's wondering, I am still working on my Beyond Shadowgate (2024, PC) maps.  I decided to make "maps" just showing every single possible screen (like what zagato blackfist did with the NES games Shadowgate, Deja Vu, and Uninvited), including all the ridiculous combinations and permutations of all the variable things on each screen.  Kind of ridiculous.  I think I have them all, and all assembled, too, it's now just a matter of putting on my name and etc. on them, so hopefully I'll be able to show those soon...ish.

5

For this month's "Maps Of The Month" featurette, I wish to draw your attention to VGCartography's Super Mario Sunshine (GameCube) maps.

Mario and Princess Peach, as well as some Toads, fly to Isle Delfino for a vacation.  But when they arrive at the island resort, they find themselves in some trouble.  Mario is accused of splattering paint-like goop all over the island and causing Shine Sprites to vanish.  To clear his good name, Mario vows to find the true villain and clean up the island, with the help of Professor E. Gadd's latest invention: FLUDD, the Flash Liquidizer Ultra Dousing Device.  FLUDD's abilities of shooting water or being propelled by it will allow Mario to not only clean up the messes, but also to find the 120 missing Shine Sprites in Isle Delfino's nine areas.

What would also help are VGCartography's maps of Super Mario Sunshine here on VGMaps.com!  Each area is beautifully captured, with Shines, Red Coins, Blue Coins, and other things of note indicated with icons.  Even if mapping polygonal games is VGCartography's forte, it's still always impressive to see these kinds of maps here on VGMaps.com.  In fact, this is the first map set of a GameCube game ever to be honoured for the Maps Of The Month!

So to recognize the effort put into mapping a GameCube classic, VGCartography's Super Mario Sunshine (GameCube) maps will be known as VGMaps.com's Maps Of The Month for August 2025.

6
Map Gab / Re: Eternal Daughter
« on: July 16, 2025, 05:30:45 pm »
I recently realized there is a missing key item in the water cave, above mermans (see attachment). It was there at some point, but I mistakenly removed it while patching that area.

I assume the process of updating a map involves sending it again via e-mail? I wonder if it's even worth it.

You absolutely should send in a correction.  We like to have accurate maps here on VGMaps.com.

7
Happy 26th birthday to Legend Of Mana!

It came out on this day (July 15) in 1999 in Japan.

I guess since Japan is 15 hours ahead of where I am, it's already past 4 AM on July 16 right now... oops.  Happy belated!

8
Map Requests / Re: JonLeung's Requests
« on: July 03, 2025, 05:12:19 pm »
Ricardo Sallin has mapped out Xexyz (NES)!

That's pronounced "zeck-sees" or "zeck-sis", apparently (but hopefully it's the latter, since that's how I sang it in my recent music video at about 2:40 into it)...

I know there are many NES games still not mapped, but it surprises me when a colourful platformer goes this long without being mapped.  While it's not on the highest echelon of NES classics, I think it's still a decent enough game that the Xexyz-sized hole being filled in today by Ricardo Sallin does feel satisfying.
(Try saying "Xexyz-sized" quickly...)

Thanks, Ricardo Sallin!

9
Map Requests / Re: Sega Genesis Mini 2 - full map set
« on: July 01, 2025, 08:20:36 pm »
Maps I want to see be added:

Bugs Bunny's Double Trouble

Desert Demolition

Cheese Catastrophe

Taz: Escape from Mars

Taz-Mania

You're missing the point of this topic.

This topic is about getting the games mapped that are featured in the Sega Genesis Mini 2.

None of the Looney Tunes games you mentioned are on the Sega Genesis Mini 2 (and I mean, officially, standard, how you buy it, not like hacked or whatever).

10

For this month's "Maps Of The Month" featurette, I wish to draw your attention to mechaskrom's Legend Of Mana (PlayStation) maps.

This is the 250th time we have recognized a set of maps as "Maps Of The Month"!  That's a quarter of a thousand beautiful games with great maps!  (If you include the five April Fool's jokes from 2005-2009, that makes this #255, but that's also a milestone number... in hexadecimal.)  A complete and fully-labelled map set for a truly gorgeous game would be ideal for the 250th selection, and we got that in mechaskrom's recent submission of maps for Legend Of Mana!

In the world of Fa'Diel, the Mana Tree is the giver of mana and life.  Recovering from an ancient war, the Mana Tree currently sleeps.  The hero - which is you - will set out for adventure, collecting artifacts that magically contain various lands and their residents.  By recovering and restoring these areas, you can freely shape Fa'Diel however you like, so venture out into your creation in this open-ended action-RPG in the acclaimed Mana series by Square.

Legend Of Mana is a visual feast, with beautifully-crafted 2D graphics (pixels placed perfectly, and this is on the original PlayStation, a platform that preferred to push polygons).  It's one of the best-looking games in a series already known for being stunning.  Shout-out to art director Kōji Tsuda and the many Square artists!  There are a couple dozen settings with varied environments, like the lush White Forest, the cozy Lumina, the cluttered Junkyard, the harsh Norn Peaks, and many others.  Longtime mapper mechaskrom has captured every pixel of every room and, while some areas do have a fair bit of repetition, that's all the more reason we need these maps!  While labelling treasure chests and room connections are essential for any good RPG map, mechaskrom made sure not to cover up any of the in-game graphics, so we can fully appreciate the magnificent pixel art.

So to recognize the effort put into mapping this incredibly beautiful action-RPG, mechaskrom's Legend Of Mana (PlayStation) maps will be known as VGMaps.com's Maps Of The Month for July 2025.

11
Have you seen the Nintendo Direct presentation specifically about Donkey Kong: Bananza?  Now THAT looks like a worthy killer app for the Switch 2!  I've always liked the launch games including a Mario or Zelda game.  Sure, Mario Kart World is a Mario game, and it has an open world now, with missions and stuff, but I want a real adventure, and Donkey Kong: Bananza looks it it should have been that "day one" game.  Still, it's only a few weeks away.

Anyway, what I am getting at, to tie it into what this topic is about, I've seen a few posts where some think that the villain, Void Kong, is somehow King K. Rool, maybe transformed and/or magically in disguise.

I personally think that idea is ridiculous.  It never crossed my mind.  I think there is zero reason to suspect that, as there is no hint or rationale why that should be the case.  Mario's faced other antagonists than Bowser, Link's clashed with other baddies than Ganon, and Kirby has tussled with more than just King Dedede.  There isn't an army of Kremlings around, VoidCo seems like it must be a whole thing, so... no.  Void Kong and K. Rool have to be separate.  Why should it be bizarre that Nintendo, who have created all sorts of characters, still wants to generate more new characters?

If anything, if there are more Super Smash Bros. incoming, at the rate they're going, they're putting in more characters than they can create, so I would think they would take literally every opportunity to make new ones.  I'm not saying that Void Kong, Poppy Kong, and Grumpy Kong necessarily have Smash Bros. potential... but heck, a Piranha Plant made it, so, anything's possible.

In the UNLIKELY case that Void Kong IS K. Rool or some previous character in disguise, we can all come back and laugh at me.  But at this time, a few weeks before released, based on what we know, I would really bet on Void Kong being a totally new villain.

12
Map Requests / Re: Mega Man Maps
« on: June 24, 2025, 11:49:18 am »

Another Japanese-exclusive Rockman phone game has been preserved; this time it's Rockman: The Puzzle Battle!

It's a "match-3" puzzle game, where weapons have various effects.  Not too complex or surprising.  As a puzzle game, there's not much to "map", but there are backgrounds unique to each Robot Master, resembling their original stages.  That might be worth capturing, and the cartoony sprites.

Why is Ice Man (at 15:33) so cute with a frowny face?

13
I have made a paint.net plugin that compares all visible layers below the selected layer. The result is drawn to the selected layer (transparent=same, magenta=different).
https://www.mediafire.com/file/1hititv1zm1uhon/DiffLayers.zip/file

Apparently I forgot to say thanks, as the tool did come in handy when making maps for Beyond Shadowgate (PC).

Thanks, mechaskrom!

Or rather, it came in handy to fuel my obsession with getting all the possible states that a room could look like, but maybe I won't actually show them all.

Context: while I rarely make my own maps, I did make maps for this game while putting togther my "Beyond Shadowgate: Unboxing & Review" video on my "JonLeung1" YouTube channel.

I do plan on releasing another version of the maps that would be marked, but I likely won't be indicating EVERYTHING on them, just some stuff of interest like missable rooms (of which there are only a few), where the branch for the best/worst endings is, that sort of thing.  It's more a question of wording and formatting.

I might also do an "Screens" collage with all variations of all rooms, similar to what zagato blackfist did for the NES versions of Shadowgate, Deja Vu, and Uninvited.

But perhaps it's ludicrous to show EVERY possible state that EVERY room could be in.  Maybe two will be sufficient.

Still, all my quitting-and-reloading and picking up items in a different order just to get every one of these combos was time-consuming.  I didn't use mechaskrom's plugin as much as I should have, as it worked well enough the few times that I did, to spot differences between pixels, if I needed to recreate a scene in paint.net by changing some items around, instead of trying to get it in the game just right.

Thanks again!   :D

14
Map Requests / Re: JonLeung's Requests
« on: June 19, 2025, 04:25:38 pm »
JonLeung (that's me!) has started maps for Beyond Shadowgate (PC), a point-and-click adventure game that is a sequel to the NES version of Shadowgate including keeping its gameplay and 8-bit visuals.  (Note that this is not the same as the Turbo Grafx CD of the same name from 1993.)

I made them while I was also working on this unboxing and review video:


The maps that are up now are the unmarked ones.  It started out with all rooms being in their "initial" state, but some rooms are not QUITE how they look when you first enter.  For example, there are a few "rooms" in Torlin Forest that are shown with the creatures you encounter there, though that's not the true "initial" state as some only show up when you move or try to do anything, but I opted to show the creature as that's the main point of the room.

I might also replace the dark rooms that need a lantern, as it might be more useful if they were shown when they are lit up. 

I do plan on releasing another version of the maps that would be marked, but I likely won't be indicating EVERYTHING on them, just some stuff of interest like missable rooms (of which there are only a few), where the branch for the best/worst endings is, that sort of thing.  It's more a question of wording and formatting.

I have screenshots of (hopefully) every variation of every room.  Some rooms have multiple things that can be in multiple states (like numerous items to take or not, or doors that can be open or closed) which led to some rooms getting like 60 or 72 variations just because of my insistence of capturing every combination.  Since you usually can't put items back down, that meant a lot of quitting and reloading and getting them in a different order to get all these permutations of possibilities.

As I do want to make a "Screens" collage featuring every variation of every room, like zagato blackfist did with Shadowgate, Deja Vu, and Uninvited on the NES, I should probably decide if all that was really necessary or just to show two variations (like every item not taken vs. everything taken, as opposed to ALL combos of some items being taken and others not).

One room in Themiere Mansion has a clock puzzle, with the hands having to be in a different position per playthrough, determined randomly.  I decided it wasn't worth the trouble to get every combination (in a room that already has many) multiplied by every possible combination of the position of the hands on the clock.  I could just show the clock combos separately...  but really, I might have overdone it.

I'll figure it out, eventually.


15
VGMaps Social Board / Re: YouTube channel! (JonLeung1)
« on: June 18, 2025, 09:19:15 pm »

Here's my unboxing and review of Beyond Shadowgate for the PC!

(Note that this is not the same as the 1993 Turbo Grafx CD game of the same name.)

It's a sequel to the NES version, and looks and plays just like it!

And yes, you heard right, I do have maps of this game in progress.  Maybe I should put up the unmarked maps for now, at least...

EDIT: The unmarked maps are now up here.

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