Hard times have come. As you know the PC market is on the verge of death as more and more gamers switch to consoles. In a desperate attempt to gain some share of this market I have been secretly porting Link-Dead. I can finally reveal the Link-Dead: Super Nintendo port.
Watch the video I recorded. It is running 100% on the original Nintendo machine at 30 FPS. This is the second game in history to make use of the SNES mouse. The video isn’t high quality but that is what you can expect from a TV signal. I first had recorded this via rf on vcr, and then recorded on dvd, and then prerecorded on dvd by converting rca to vga and then back to rca for up/down sampling the signal. Just imagine how much the signal has been damaged due to the rca cable and the constand adc & dac conversion. This is what has been left off from original source. Enjoy.
lol i knew you wouldn’t disappoint.
lol nice joke 😀
A bit forced, but still good.
I didn’t even know such a thing existed lol.
the sounds are amazing! I like how the enemy falls down the screen after dying 😀
Hmmm. There must be a problem with the video, some of the colours don’t look like they’re supported by the SNES. Maybe you have a graphic enhancement chip in your cartridge. Just PLEASE don’t add dragonflies like you did to Soldat beta 1.3.3. Cool idea, but I hated them so much… so cumbersome. It was good that they didn’t stay in the game.
lulz at the sounds 😀
Should have made this the playable version for the day !
or was it and I missed it ?
Cant wait for the ascii port !
i was waiting for the effin 8bit music! lol
Speaking of SNES!
Some years back a good friend of mine showed me an old game called “Black Thorne” from back in 1994 (by Interplay [Fallout] & Blizzard [Diablo]).
I bring it up as it had a “cover” feature to hide/fade into the background as a means to dodge shots.
Youtube link: (Skip to 3:00mins to see what I mean) http://www.youtube.com/watch?v=WafqCyIwAWw
What I would propose for this game is something like this…
Only have various degrees in which you could utilize it based of the maps background. Leaving what I guess would be a percentage chance to get hit based on how much of you was left exposed. & in some instances complete cover And maybe even degrees of stealth based on lighting conditions. Then maybe allow peeking by holding the an aim key in conjunction with whatever key or toggle is used to use cover of that sort. Leaving you more exposed but with clearer aim than blind fire.
In any case, your character would still be vulnerable to explosives.
Once hit from a shot you’ll get jerked a little out in the open. Perhaps leave certain percentage numbers aside for various levels of detail, like skims, flesh wound nicks, stuns & critical and/or lethal hits. **
It should add a lot more to the tactics than just crouching behind boxes.
** I was also thinking, to a smaller extent that this may happen while shooting down
a hallway full of enemies… rather than all shots hitting into only the first target, a
portion would by pass each one. So theres a relative chance to miss but hit others down range. So they can’t just use their buddies as shields.
^Not to be mistaken for a bullet passing through multiple targets.
You could base this off percentage die(dice) or some other formula.
One in relation to distance… spread or “chance”.
It’s something to think about.
I look forward to trying the alpha once I get a new gfx card… again…
“One in relation to distance…[the other] spread or “chance”.”
^left out those two words.
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