Feelz like sharing again. ;Dhttp://bszelda.zeldalegends.net/bszelda.shtml
Its a zelda game that I for one, had never heard of. This looks AWESOME! Lets take a look at some of the things.
BS The Legend of Zelda ( , BS Zeruda no Densetsu) was an expanded version of the NES game The Legend of Zelda, released for the Satellaview attachment for the Super Famicom in Japan.
BS stands for Broadcast Satellaview (commonly referred to as the BS-X). Using this add-on gamers could download the game from the satellite and save it onto either the base unit's memory or onto a BS-X Special Broadcast Cassette (but only Triforce of the Gods could be played outside of broadcast time).
The gameplay was identical to its predecessor, but the maximum Rupees was increased to allow you more than a thousand (rather than 255 as in The Legend of Zelda), the overworld was heavily altered, and dungeons were completely different. This game was broadcasted in two versions, Map 1 and Map 2. Map 1 is sometimes referred to as a "Third Quest", in reference to The Legend of Zelda's Second Quest, and Map 2 would therefore be a Fourth Quest.
B, The Clock
The game was played in real-time. An onscreen clock showed the current time, and at various times on the clock certain events would happen. The game pauses for a moment before making a change. Sometimes the enemies are killed or stunned, sometimes a fairy appears, and occasionally the player is granted unlimited quantities of one of their items for a limited time. Bombs, boomerangs and candles can all be auto-upgraded this way, and will never run out of ammunition until the clock reaches the ending value, at which point the player's bombs are returned to the amount they had before the unlimited amount was activated, or the boomerang will downgrade, or the candle will turn from red back to blue.
The game was divided into four weekly episodes. These episodes were downloaded from Satellite and played live, just as a TV programme. Due to technical limitations, the download time was a whole seven minutes just for one episode. The Satellaview was also used to broadcast actual videogame themed shows (probably containing ads and such to promote Nintendo games).
F, Real-time clock
The game was played in real-time. Each episode was one whole hour, and so the gameplay was intense and compressed, with cutscenes in between. However, the game in its entirety took one hour, that means the cutscenes counted as part of the gameplay time.
There were several optional sidequests available, each with its own mostly text-only cutscene (they were not activated at any set time so could not feasibly feature live voice), the completion of which netted a score bonus and some Rupees, but getting this reward meant deviating and delays while reading through all the thanks responses, thus shortening the available game time even further. The player could also choose to bomb walls and explore caves and find countless chests full of Rupees (and, in turn, get points for opening them). While doing these sidequests netted more points for players hoping to win prizes, every minute of delay subtracted points from the value of that week's Tablets, and if the player got lost or waylaid in the dungeon or overworld and ran out of time it is assumed that they got nothing at all (judging by the specific wording of the "bad ending" scene in week 4).
Unlike other games where any clock feature stops when the player open a menu or pause it in this game, like in the previous BS Zelda, the clock kept on ticking no matter what. The enemies and everything else in the world as a whole do pause when the item menu opens, but the clock does not. So the player could not leave it paused and go off to the bathroom or get a snack or something like that, he or she had to keep playing or he or she would lose precious time.
The clock affected gameplay enormously. At particular times on the clock various things might happen: health-restoring fairies appear, a Bombos or Ether magic attack destroys enemies onscreen, the player gets unlimited bombs or arrows or magic or can shoot magic rings from their sword, etc. An enormous variety of things could happen each week, and the events and the times they occur vary between weeks.
At a different time each week, fog descended on the overworld. A few minutes afterward a thunderstorm would break loose, restricting exploration by defusing any bombs and increasing the difficulty by replacing any normal overworld (i.e. not in a dungeon) enemies with Zoras, fierce lizard-like creatures that home in on the player and could not be stunned with the Boomerang like their ALttP forefathers. After a few minutes the rain and thunder cleared leaving. The fog remained, although it too disappeared shortly after.
Now for osme pix
I think this game woud work awesomely on the Wii! A game to download that has weekly updates? VC Shop anyone? It could work! They could up this VC it it would be exactly (if not better) than how they released it before!
I think they should, it looks neat and its a Zelda game I haven't played.. lol