How abut a hack where all the rooms are switched around (the door locations) so navigating would be extremely difficult yet you still get all the itms in the same order as the original?
(what in the world would the map look like in this case? )
This has been done in some areas of hacks that already exist. Super Metroid Reverse has a segment like this near the end.
I've got an idea. Every time samus goes through a door in SM the screen pauses, then goes black, then scrolls in the direction of the next room. I assume that this is so the next room can load. Since our PC's our much more powerful than an SNES, why can't someone make a hack where the load times are somehow removed and the entire game flows seamlessy (or at least close to it). This would radically alter the game play, but in a good way imo.
Yeah, ZM/MF style (like for two seconds it shows).
Thought up some other idea, (it's kinda like from SM:Hangtime and Portal) when you have some rooms with doors loop back into them, and make it look like a maze (seeing there's only two doors, the way in and way out).
Yeah, ZM/MF style (like for two seconds it shows).
I was thinking of going RIGHT through doors with virtually no pause at all. The only times in the game you would pause would be save stations and elevators.
I think if the pause was taken out of all the doors somehow, the game would play much differently. Your brain wouldn't get a break to go over what you're going to do in the next room, you would have to be very quick in your thinking. During a speed run, the doors are like little rest areas where you can gather your wits. Take them away and you had better be able to think like lightning.
Yeah, ZM/MF style (like for two seconds it shows).
I was thinking of going RIGHT through doors with virtually no pause at all. The only times in the game you would pause would be save stations and elevators.
I think if the pause was taken out of all the doors somehow, the game would play much differently. Your brain wouldn't get a break to go over what you're going to do in the next room, you would have to be very quick in your thinking. During a speed run, the doors are like little rest areas where you can gather your wits. Take them away and you had better be able to think like lightning.
You're right about the player having to think like lightning. And this (general) idea has been mentioned numerous times before. Like, simply a faster door transition.
But (IMO at least) the "immediate" transition would be extremely difficult to implement (due to the *limitations of the SM engine) and, if you think about it; perhaps a bit annoying. Take for instance a place that doesn't have a door. What if the player were to stand almost halfway in said (doorless) door? The player could repeatedly toggle left and right making the 2 rooms strobe back and forth. *gets sick* :-&
Limitations: I'm no expert, but is the (slow) door transition a way for the game to sort of 'load' the next room? :-? I don't like saying that word 'load'. ....*shrugs*
I'm sure the game could not be made without doors, what I'm really questioning is the amount of time that needs to transpire when you go through one. On the SNES, the next room was loaded during that 5 seconds, but if we're playing with emu then that 5 seconds should be totally unnecessary. Does anyone know how to actually change the room-to-room transition time? There's no way our PC's actually need that 5 second load time.
What about... one gigantic room with tiles that look like doors, but no actual door tiles. <-- That and a little (probably a lot) of ASM to allow different fx1 for different tiles.
What about... one gigantic room with tiles that look like doors, but no actual door tiles. <-- That and a little (probably a lot) of ASM to allow different fx1 for different tiles.
I was thinking of the fast-door-transition to be used like a patch for any game, would love to have it for the original.
EDIT: I know it doesn't need the time because I fast-forward through it when I play. I also fast-forward every time I pick up an item so that I don't have to listen to that music over & over. That's another idea - can someone modify the game so that the items are picked up quickly and you don't have to listen to that song 90+ times ?
I've posted it here before... If I was going to make a hack I'd probably name it SM_Mercury (for the God of... running really fast or whoever ). And this was one of the things I'd like to see (as well). So nobody has to do what I mention below.
I do that too. Hold fast forward during item pick-ups, room transitions, and elevator rides.
But sometimes... it gets stuck on FF and I have to exit out of the emulator. :x
For Item pick-ups it would be nice if the game could tell if what you were picking up was being done so the first time. Upgrades can go through the fan-fare, but after that, such as expansion packs, it would be nice if you'd get a simple sound with no pausing during the gameplay.
Edit: Maybe a small transparent box that says (i.e.
MISSILES
It could tell how to use them with the initial upgrade. But not with each expansion.
Emulators attempt to get as close to the execution time of the actual system as possible. When using turbo, it simply speeds up the execution time to the fastest the computer can handle (or a predefined limit). Therefore, in order to speed up door transitions, you'd need to actually optimize the code.
I presented this idea a while ago. It incorporates the beam combos to temporarily give you the abilities of the varia or gravity suits, allowing you to get through suitless areas without extreme tedium.
For example, when activated, the wave beam combo would temporarily give you the Gravity suit effect, allowing you to travel easily through water. (It even makes sense logically, wave beam combo)
The ice beam combo would temporarily give you immunity to heat, like the Varia suit. Again, it makes sense logically.
I think this would make for a good innovation in terms of gameplay.
Emulators attempt to get as close to the execution time of the actual system as possible. When using turbo, it simply speeds up the execution time to the fastest the computer can handle (or a predefined limit). Therefore, in order to speed up door transitions, you'd need to actually optimize the code.
Wish someone would do it. Would really change the whole game for me in a good way.