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The Legend of Zelda: Link's Awakening

The Legend of Zelda: Link's Awakening[b] is a 1993 action-adventure game developed and published by Nintendo for the Game Boy. It is the first installment in The Legend of Zelda series for a handheld game console. Link's Awakening is one of the few Zelda games not to take place in the land of Hyrule, and it does not feature Princess Zelda or the Triforce relic. Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.

The Legend of Zelda:
Link's Awakening
European box art
Developer(s)Nintendo EAD[a]
Publisher(s)Nintendo
Director(s)Takashi Tezuka
Producer(s)Shigeru Miyamoto
Designer(s)Yasuhisa Yamamura
Programmer(s)
  • Takamitsu Kuzuhara
  • Kazuaki Morita
Artist(s)
Writer(s)
Composer(s)
SeriesThe Legend of Zelda
Platform(s)
ReleaseGame Boy
Game Boy Color
Genre(s)Action-adventure
Mode(s)Single-player

Development began as an effort to port the Super Nintendo Entertainment System game A Link to the Past to the Game Boy, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. The majority of the Link to the Past team reassembled for Link's Awakening, and Tezuka wanted the game world to feel like the television series Twin Peaks. After a development period of one and a half years, Link's Awakening was released in Japan in June 1993 and worldwide later in the year.

Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. An updated rerelease, The Legend of Zelda: Link's Awakening DX,[c] was released for the Game Boy Color in 1998 featuring color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. Together, the two versions of the game have sold more than six million units worldwide, and have appeared on multiple game publications' lists of the best video games of all time. A high-definition remake for the Nintendo Switch was developed by Grezzo and released worldwide in 2019. The DX version was released as part of the Nintendo Switch Online service in February 2023.[7]

Gameplay edit

 
The protagonist, Link, battles an enemy. The bottom of the screen displays equipped items, rupees, and the character's hearts or health.[8] The right half of the image depicts the graphics of the original game, while the left shows the color graphics of the DX edition.

Like most games in The Legend of Zelda series, Link's Awakening is an action-adventure game focused on exploration and combat.[9] The majority of the game takes place from an overhead perspective.[10] The player traverses the overworld of Koholint Island while fighting monsters and exploring underground dungeons. Dungeons steadily become larger and more difficult, and feature "Nightmare" boss characters that the player must defeat, taking different forms in each dungeon, and getting harder to defeat each time.[8] Success earns the player heart containers, which increase the amount of damage the player character can survive; when all of the player's heart containers have been emptied, the game restarts at the last doorway entered by the character. Defeating a Nightmare also earns the player one of the eight instruments necessary to complete the game.[8]

Link's Awakening was the first overhead-perspective Zelda game to allow Link to jump; this enables sidescrolling sequences similar to those in the earlier Zelda II: The Adventure of Link.[10] Players can expand their abilities with items, which are discovered in dungeons and through character interactions. Certain items grant access to previously inaccessible areas and are needed to enter and complete dungeons. The player may steal items from the game's shop, but doing so changes the player character's name to "THIEF" for the rest of the game and causes the shopkeeper to knock out the character upon re-entry of the shop.[10]

In addition to the main quest, Link's Awakening contains side-missions and diversions. Collectible "secret seashells" are hidden throughout the game; when twenty of these are found, the player can receive a powerful sword that fires energy beams when the player character is at full health, similar to the sword in the original The Legend of Zelda. Link's Awakening is the first Zelda game to include a trading sequence minigame: the player may give a certain item to a character, who in turn gives the player another item to trade with someone else.[8] It is also the first game in the Zelda series in which the A and B buttons may be assigned to different items, which enables more varied puzzles and item combinations.[10] Other series elements originating in Link's Awakening include fishing, and learning special songs on an ocarina; the latter mechanic is central to the next Zelda game released, Ocarina of Time.[11]

Synopsis edit

Setting and characters edit

Unlike most The Legend of Zelda titles, Link's Awakening is set outside the kingdom of Hyrule. It omits locations and characters from previous games, aside from protagonist Link and a passing mention of Princess Zelda.[10][12] Instead, the game takes place entirely on Koholint Island,[10] an isolated landmass cut off from the rest of the world. The island, though small, contains a large number of secrets and interconnected pathways.[13] Within the Zelda timeline, Link's Awakening takes place after Ocarina of Time and A Link to the Past, but before Oracle of Seasons and Ages.[14][15]

In Link's Awakening, the player is given advice and directions by non-player characters such as Ulrira, a shy old man who communicates with Link exclusively by telephone. The game contains cameo appearances by characters from other Nintendo titles, such as Wart, Yoshi, Kirby, Dr. Wright (renamed Mr. Write) from the Super NES version of SimCity, and the exiled prince Richard from The Frog for Whom the Bell Tolls.[16][17][18] Chomp, an enemy from the Mario series, was included after a programmer gave Link the ability to grab the creature and take it for a walk. Enemies from Super Mario Bros. such as Goombas and Piranha Plants also appear in underground side-scrolling sections; Link may land on top of them much as with Super Mario Bros., or he can attack them in the usual way: the two methods yield different bonuses. Director Takashi Tezuka said that the game's "freewheeling" development made Link's Awakening seem like a parody of The Legend of Zelda series.[17] Certain characters in the game break the fourth wall; for example, little children inform the player of game mechanics such as saving, but admit that they do not understand the advice they are giving.[19]

Plot edit

After the events of A Link to the Past, the hero Link travels by ship to other countries to train for further threats. A storm destroys his boat at sea, and he washes ashore on Koholint Island,[20] where he is taken to the house of Tarin by his daughter Marin. She is fascinated by Link and the outside world, and tells Link wishfully that, if she were a seagull, she would leave and travel across the sea.[21] After Link recovers his sword, a mysterious owl tells him that he must wake the Wind Fish, Koholint's guardian, in order to return home. The Wind Fish lies dreaming in a giant egg on top of Mt. Tamaranch, and can only be awakened by the eight Instruments of the Sirens.

Link proceeds to explore a series of dungeons in order to recover the eight instruments. During his search for the sixth instrument, Link goes to the Ancient Ruins. There he finds a mural that details the reality of the island: that it is merely a dream world created by the Wind Fish.[22] After this revelation, the owl tells Link that this is only a rumor, and only the Wind Fish knows for certain whether it is true. Throughout Koholint Island, nightmare creatures attempt to obstruct Link's quest for the instruments, as they wish to rule the Wind Fish's dreamworld.

After collecting all eight instruments from the eight dungeons across Koholint, Link climbs to the top of Mt. Tamaranch and plays the Ballad of the Wind Fish.[8] This breaks open the egg in which the Wind Fish sleeps; Link enters and confronts the last evil being, a Nightmare that takes the form of Ganon and other enemies from Link's past.[23] Its final transformation is "DethI", a cyclopean, dual-tentacled Shadow.[24][25] After Link defeats DethI, the owl reveals itself to be the Wind Fish's spirit, and the Wind Fish confirms that Koholint is all his dream. When Link plays the Ballad of the Wind Fish again, he and the Wind Fish awaken; Koholint Island and all its inhabitants slowly disappear.[26] Link finds himself lying on his ship's driftwood in the middle of the ocean, with the Wind Fish flying overhead. If the player did not lose any lives during the game, Marin is shown flying after the ending credits finish.[27][d]

Development edit

Link's Awakening began as an unsanctioned side project; programmer Kazuaki Morita created a Zelda-like game with one of the first Game Boy development kits, and he used it to experiment with the platform's capabilities. Other staff members of the Nintendo Entertainment Analysis & Development division joined him after-hours and worked on the game in what seemed to them like an "afterschool club". The results of these experiments with the Game Boy started to look promising. Following the 1991 release of the Super NES video game A Link to the Past, director Takashi Tezuka asked for permission to develop a handheld Zelda title; he intended it to be a port of A Link to the Past, but it evolved into an original game.[29] The majority of the team that had created A Link to the Past was reassembled to advance this new project. Altogether, it took them one and a half years to develop Link's Awakening.[30]

 
Designer Yoshiaki Koizumi was in charge of the game's story and conceived major plot points, such as the dream world island setting.

Tezuka recalled that the early free-form development of Link's Awakening resulted in the game's "unrestrained" contents, such as the unauthorized cameo appearances of characters from the Mario and Kirby series.[17] A Link to the Past script writer Kensuke Tanabe joined the team early on and came up with the basis of the story.[17][31] Tezuka sought to make Link's Awakening a spin-off, and he gave Tanabe instructions to omit common series elements such as Princess Zelda, the Triforce relic, and the setting Hyrule.[31] As a consequence, Tanabe proposed his game world idea of an island with an egg on top of a mountain.[31] Tezuka recalled that it felt as though they were making a "parody of The Legend of Zelda" rather than an actual Zelda game.[32]

Later on, Yoshiaki Koizumi, who had previously helped with the plot of A Link to the Past, was brought into the team.[17][30] Koizumi was responsible for the main story of Link's Awakening, provided the idea of the island in a dream, and conceived the interactions with the villagers.[31][33][34] Link's Awakening was described by series producer Eiji Aonuma as the first Zelda game with a proper plot, which he attributed to Koizumi's romanticism.[35] Tezuka intended the game's world to have a similar feeling to the American television series Twin Peaks, which, like Link's Awakening, features characters in a small town.[17] He suggested that the characters of Link's Awakening be written as "suspicious types", akin to those in Twin Peaks—a theme which carried over into later Zelda titles.[35] Tanabe created these "odd" characters; he was placed in charge of the subevents of the story and wrote almost all of the character dialog, with the exception of the owl's and the Wind Fish's lines.[17][31] Twin Peaks co-creator Mark Frost had previously met with a Nintendo engineer in 1990 for a conversation regarding a Twin Peaks video game, and they discussed the inspiration of Twin Peaks in regards to the expansion of the Zelda universe.[36] Tanabe implemented a previous idea of the world ending when a massive egg breaks on top of a mountain; this idea was originally meant for A Link to the Past. Tanabe really wanted to see this idea in a game and was able to implement it in Link's Awakening as the basic concept.[37]

Masanao Arimoto and Shigefumi Hino designed the game's characters, while Yoichi Kotabe served as illustrator.[38] Save for the opening and the ending, all pictures in the game were drawn by Arimoto.[31] Yasahisa Yamamura designed the dungeons, which included the conception of rooms and routes, as well as the placement of enemies.[31] Shigeru Miyamoto, who served as the producer of Link's Awakening, did not provide creative input to the staff members. However, he participated as game tester, and his opinions greatly influenced the latter half of the development.[30]

The music for Link's Awakening was composed by Minako Hamano, Kozue Ishikawa, for whom it was their first game project,[30] and Kazumi Totaka, who also was responsible for the sound programming and all sound effects.[30] As with most Zelda games, Link's Awakening includes a variation of the recurring overworld music; The staff credits theme, "Yume o Miru Shima e" was later arranged for orchestra by Yuka Tsujiyoko and performed at the Orchestral Game Music Concert 3 in 1993.[39] Super Smash Bros. Brawl includes a remix of the game's "Tal Tal Heights" theme,[40] which has since returned in subsequent Super Smash Bros. titles.

In an interview about the evolution of the Zelda series, Aonuma called Link's Awakening the "quintessential isometric Zelda game".[41] At another time, he stated that, had the game not come after A Link to the Past, Ocarina of Time would have been very different.[35] Tezuka said that he prefers the game over A Link to the Past, as he enjoyed the challenge of making a similar game on lower-specced hardware.[42] Several elements from Link's Awakening were re-used in later Zelda titles; for example, programmer Morita created a fishing minigame that reappeared in Ocarina of Time, among others. Tanabe implemented a trading sequence; Tezuka compared it to the Japanese Straw Millionaire folktale, in which someone trades up from a piece of straw to something of greater value. This concept also appeared in most sequels.[17]

Release edit

 
The Game Boy Printer accessory was compatible with the DX release of Link's Awakening.

To support the North American release of Link's Awakening, Nintendo sponsored a crosscountry train competition called the Zelda Whistle Stop Tour.[43] The event, which lasted three days, allowed select players to test Link's Awakening in a timed race to complete the game.[44] The event was meant not only to showcase the game, but also the Game Boy's superior battery life and portability, the latter of which was critical to the accessibility of a portable Zelda title.[10][43] The company-owned magazine Nintendo Power published a guide to the game's first three areas in its July 1993 issue.[16]

In 1998, to promote the launch of the Game Boy Color, Nintendo re-released Link's Awakening as The Legend of Zelda: Link's Awakening DX. It features fully colorized graphics and is backward compatible with the original Game Boy. Link's Awakening DX contains a new optional dungeon, with unique enemies and puzzles based on color (due to this, the dungeon cannot be accessed on the earlier non-color Game Boy models).[13] After completing the dungeon, the player may choose to receive either a red or blue tunic, which increase attack and defense, respectively. The DX version also allows players to take photos after the player visits a camera shop, its owner will appear in certain locations throughout the game. A total of twelve photos can be taken, which may be viewed at the shop, or printed with the Game Boy Printer accessory.[13][45] For Link's Awakening DX, Tezuka returned as project supervisor, with Yoshinori Tsuchiyama as the new director.[31] Nobuo Matsumiya collaborated with Tsuchiyama on applying changes to the original script; for example, hint messages were added to the boss battles.[31] For the new dungeon, Yuichi Ozaki created a musical piece based on Kondo's dungeon theme from the original The Legend of Zelda.[31][46]

Nintendo later re-released the DX version on the Virtual Console of the Nintendo 3DS on June 2011.[47] In July 2013, Link's Awakening DX was offered as one of several Virtual Console games which "elite status" members of the North America Club Nintendo could redeem as a free gift.[48] A high-definition remake was developed by Grezzo and released for the Nintendo Switch on September 20, 2019.[49]

Link's Awakening was included in a Zelda-themed Game & Watch console alongside The Legend of Zelda and Zelda II: The Adventure of Link. It was released on November 12, 2021.[50]

Reception edit

Sales edit

In Japan, the game topped the Famitsu sales chart in June 1993.[65] In North America, it was the top-selling Game Boy game in August 1993.[66] Link's Awakening sold well and helped boost Game Boy sales 13 percent in 1993—making it one of Nintendo's most profitable years in North America up to that time.[67] The game remained on bestseller lists for more than 90 months after release,[68] was re-released as part of the Player's Choice series,[69] and went on to sell 3.83 million units by 2004. The DX version sold another 2.22 million units.[70] The Virtual Console release of Link's Awakening DX was the top-selling downloadable Nintendo 3DS game of 2011, selling over 338,700 units, or an estimated $2.3 million in gross revenue.[71]

Reviews edit

Link's Awakening was critically acclaimed, and holds an average score of 90% on aggregate site GameRankings.[51] In a retrospective article, Electronic Gaming Monthly writer Jeremy Parish called Link's Awakening the "best Game Boy game ever, an adventure so engrossing and epic that we can even forgive the whole thing for being one of those 'It's all a dream!' fakeouts".[72] Game Informer's Ben Reeves called it the third best Game Boy game and called it influential.[73] The Washington Post's Chip Carter declared that Nintendo had created a "legend that fits in the palm of your hand", and praised its portability and depth.[74] An Jōkiri of ITMedia echoed similar comments.[75] A writer for the Mainichi Shimbun enjoyed the game's music and story.[76] Multiple sources touted it as an excellent portable adventure for those without the time for more sophisticated games.[77][78]

Complaints about the game included its control scheme and monochrome graphics; certain critics believed that they made it difficult to discern the screen's contents,[79] and wished that the game was in color. Critic William Burrill dismissed the game's visuals as "dim Boy graphics [that are] nothing to write home about".[80] Both Carter and the Ottawa Citizen's Bill Provick found the two-button control scheme awkward, as they needed to switch items on almost every screen.[74][79] The Vancouver Sun's Katherine Monk called the dialogue "stilted", but considered the rest of the game to be "ever-surprising".[81]

Link's Awakening DX also received positive reviews with multiple critics highlighting the color graphics as an improvement; based on ten media outlets, it holds an average score of 91% on GameRankings.[52] IGN's Adam Cleveland awarded the game a perfect score, and noted that "throughout the color-enhanced version of Zelda DX, it can easily be inferred that Nintendo has reworked its magic to fit new standards", by adding new content while keeping the original game intact.[9] Cameron Davis of GameSpot applauded the game's camera support and attention to detail in coloration and style,[54] while reviewers for the Courier Mail believed that the camera added gameplay depth and allowed players to show off trophies.[82] The Daily Telegraph's Samantha Amjadali wrote that the addition of color made the game easier by reducing deaths caused by indistinct graphics.[83] Total Games noted that the new content added little to the game, but found it addictive to play nonetheless.[84]

Accolades edit

The game won several awards. At the Golden Joystick Awards, it won two awards, for Game of the Year (handheld) and Best Advert of the Year.[60] It also won the Game Boy categories for Graphics and Sound, Challenge, Theme and Fun, Play Control and Best Overall in the reader-chosen 1993 Nintendo Power Awards.[57] It was awarded Best Game Boy Game of 1993 by Electronic Gaming Monthly.[61] In 1997 Electronic Gaming Monthly ranked the Game Boy version the 28th best console video game of all time, saying it ended up "beating out the Super NES Zelda in both size and scope". They also lauded its humorous dialogue, hefty challenge, and incorporation of the best gameplay mechanics of its predecessors.[85] Nintendo Power later named it the fifty-sixth best Nintendo game,[62] and, in August 2008, listed the DX version as the second best Game Boy or Game Boy Color game.[86] IGN's readers ranked it as the 40th best game of all time, while the staff placed it at 78th;[63][64] the staff believed that, "while handheld spin-offs are generally considered the low point for game franchises, Link's Awakening proves that they can offer just as rich a gameplay experience as their console counterparts".[64] In 2009, Official Nintendo Magazine ranked the DX version of the game 25th in a list of the greatest Nintendo games, calling it "an absolute masterclass in handheld game design".[87]

References edit

Notes edit

  1. ^ Nintendo Switch version developed by Grezzo
  2. ^ Known in Japan as Zelda no Densetsu: Yume o Miru Shima (Japanese: ゼルダの伝説 夢をみる島, Hepburn: Zeruda no Densetsu: Yume o Miru Shima, lit. "The Legend of Zelda: The Dreaming Island")
  3. ^ Known in Japan as Zelda no Densetsu: Yume o Miru Shima DX (Japanese: ゼルダの伝説 夢をみる島DX, Hepburn: Zeruda no Densetsu: Yume o Miru Shima Derakkusu, lit. "The Legend of Zelda: The Dreaming Island Deluxe")
  4. ^ In the DX and Switch versions, Marin is instead implied to have become a seagull flying across the ocean.[28]

Citations edit

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External links edit

  • Official website
  • The Legend of Zelda: Link's Awakening at MobyGames

legend, zelda, link, awakening, nintendo, switch, remake, 2019, video, game, 1993, action, adventure, game, developed, published, nintendo, game, first, installment, legend, zelda, series, handheld, game, console, link, awakening, zelda, games, take, place, la. For the Nintendo Switch remake see The Legend of Zelda Link s Awakening 2019 video game The Legend of Zelda Link s Awakening b is a 1993 action adventure game developed and published by Nintendo for the Game Boy It is the first installment in The Legend of Zelda series for a handheld game console Link s Awakening is one of the few Zelda games not to take place in the land of Hyrule and it does not feature Princess Zelda or the Triforce relic Instead the protagonist Link begins the game stranded on Koholint Island a place guarded by a whale like deity called the Wind Fish Assuming the role of Link the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island The Legend of Zelda Link s AwakeningEuropean box artDeveloper s Nintendo EAD a Publisher s NintendoDirector s Takashi TezukaProducer s Shigeru MiyamotoDesigner s Yasuhisa YamamuraProgrammer s Takamitsu Kuzuhara Kazuaki MoritaArtist s Yoichi KotabeMasanao ArimotoShigefumi HinoWriter s Yoshiaki Koizumi Kensuke TanabeComposer s Kazumi Totaka Minako Hamano Kozue IshikawaSeriesThe Legend of ZeldaPlatform s Game BoyGame Boy ColorGame and WatchReleaseGame BoyJP June 6 1993 2 NA August 6 1993 1 EU December 1 1993 3 Game Boy ColorJP December 12 1998 5 NA December 15 1998 6 EU January 1 1999 4 Genre s Action adventureMode s Single playerDevelopment began as an effort to port the Super Nintendo Entertainment System game A Link to the Past to the Game Boy developed after hours by Nintendo staff It grew into an original project under the direction of Takashi Tezuka with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe The majority of the Link to the Past team reassembled for Link s Awakening and Tezuka wanted the game world to feel like the television series Twin Peaks After a development period of one and a half years Link s Awakening was released in Japan in June 1993 and worldwide later in the year Link s Awakening was critically and commercially successful Critics praised the game s depth and number of features complaints focused on its control scheme and monochrome graphics An updated rerelease The Legend of Zelda Link s Awakening DX c was released for the Game Boy Color in 1998 featuring color graphics compatibility with the Game Boy Printer and an exclusive color based dungeon Together the two versions of the game have sold more than six million units worldwide and have appeared on multiple game publications lists of the best video games of all time A high definition remake for the Nintendo Switch was developed by Grezzo and released worldwide in 2019 The DX version was released as part of the Nintendo Switch Online service in February 2023 7 Contents 1 Gameplay 2 Synopsis 2 1 Setting and characters 2 2 Plot 3 Development 4 Release 5 Reception 5 1 Sales 5 2 Reviews 5 3 Accolades 6 References 6 1 Notes 6 2 Citations 7 External linksGameplay edit nbsp The protagonist Link battles an enemy The bottom of the screen displays equipped items rupees and the character s hearts or health 8 The right half of the image depicts the graphics of the original game while the left shows the color graphics of the DX edition Like most games in The Legend of Zelda series Link s Awakening is an action adventure game focused on exploration and combat 9 The majority of the game takes place from an overhead perspective 10 The player traverses the overworld of Koholint Island while fighting monsters and exploring underground dungeons Dungeons steadily become larger and more difficult and feature Nightmare boss characters that the player must defeat taking different forms in each dungeon and getting harder to defeat each time 8 Success earns the player heart containers which increase the amount of damage the player character can survive when all of the player s heart containers have been emptied the game restarts at the last doorway entered by the character Defeating a Nightmare also earns the player one of the eight instruments necessary to complete the game 8 Link s Awakening was the first overhead perspective Zelda game to allow Link to jump this enables sidescrolling sequences similar to those in the earlier Zelda II The Adventure of Link 10 Players can expand their abilities with items which are discovered in dungeons and through character interactions Certain items grant access to previously inaccessible areas and are needed to enter and complete dungeons The player may steal items from the game s shop but doing so changes the player character s name to THIEF for the rest of the game and causes the shopkeeper to knock out the character upon re entry of the shop 10 In addition to the main quest Link s Awakening contains side missions and diversions Collectible secret seashells are hidden throughout the game when twenty of these are found the player can receive a powerful sword that fires energy beams when the player character is at full health similar to the sword in the original The Legend of Zelda Link s Awakening is the first Zelda game to include a trading sequence minigame the player may give a certain item to a character who in turn gives the player another item to trade with someone else 8 It is also the first game in the Zelda series in which the A and B buttons may be assigned to different items which enables more varied puzzles and item combinations 10 Other series elements originating in Link s Awakening include fishing and learning special songs on an ocarina the latter mechanic is central to the next Zelda game released Ocarina of Time 11 Synopsis editSetting and characters edit Further information Fictional chronology of The Legend of Zelda Unlike most The Legend of Zelda titles Link s Awakening is set outside the kingdom of Hyrule It omits locations and characters from previous games aside from protagonist Link and a passing mention of Princess Zelda 10 12 Instead the game takes place entirely on Koholint Island 10 an isolated landmass cut off from the rest of the world The island though small contains a large number of secrets and interconnected pathways 13 Within the Zelda timeline Link s Awakening takes place after Ocarina of Time and A Link to the Past but before Oracle of Seasons and Ages 14 15 In Link s Awakening the player is given advice and directions by non player characters such as Ulrira a shy old man who communicates with Link exclusively by telephone The game contains cameo appearances by characters from other Nintendo titles such as Wart Yoshi Kirby Dr Wright renamed Mr Write from the Super NES version of SimCity and the exiled prince Richard from The Frog for Whom the Bell Tolls 16 17 18 Chomp an enemy from the Mario series was included after a programmer gave Link the ability to grab the creature and take it for a walk Enemies from Super Mario Bros such as Goombas and Piranha Plants also appear in underground side scrolling sections Link may land on top of them much as with Super Mario Bros or he can attack them in the usual way the two methods yield different bonuses Director Takashi Tezuka said that the game s freewheeling development made Link s Awakening seem like a parody of The Legend of Zelda series 17 Certain characters in the game break the fourth wall for example little children inform the player of game mechanics such as saving but admit that they do not understand the advice they are giving 19 Plot edit After the events of A Link to the Past the hero Link travels by ship to other countries to train for further threats A storm destroys his boat at sea and he washes ashore on Koholint Island 20 where he is taken to the house of Tarin by his daughter Marin She is fascinated by Link and the outside world and tells Link wishfully that if she were a seagull she would leave and travel across the sea 21 After Link recovers his sword a mysterious owl tells him that he must wake the Wind Fish Koholint s guardian in order to return home The Wind Fish lies dreaming in a giant egg on top of Mt Tamaranch and can only be awakened by the eight Instruments of the Sirens Link proceeds to explore a series of dungeons in order to recover the eight instruments During his search for the sixth instrument Link goes to the Ancient Ruins There he finds a mural that details the reality of the island that it is merely a dream world created by the Wind Fish 22 After this revelation the owl tells Link that this is only a rumor and only the Wind Fish knows for certain whether it is true Throughout Koholint Island nightmare creatures attempt to obstruct Link s quest for the instruments as they wish to rule the Wind Fish s dreamworld After collecting all eight instruments from the eight dungeons across Koholint Link climbs to the top of Mt Tamaranch and plays the Ballad of the Wind Fish 8 This breaks open the egg in which the Wind Fish sleeps Link enters and confronts the last evil being a Nightmare that takes the form of Ganon and other enemies from Link s past 23 Its final transformation is DethI a cyclopean dual tentacled Shadow 24 25 After Link defeats DethI the owl reveals itself to be the Wind Fish s spirit and the Wind Fish confirms that Koholint is all his dream When Link plays the Ballad of the Wind Fish again he and the Wind Fish awaken Koholint Island and all its inhabitants slowly disappear 26 Link finds himself lying on his ship s driftwood in the middle of the ocean with the Wind Fish flying overhead If the player did not lose any lives during the game Marin is shown flying after the ending credits finish 27 d Development editLink s Awakening began as an unsanctioned side project programmer Kazuaki Morita created a Zelda like game with one of the first Game Boy development kits and he used it to experiment with the platform s capabilities Other staff members of the Nintendo Entertainment Analysis amp Development division joined him after hours and worked on the game in what seemed to them like an afterschool club The results of these experiments with the Game Boy started to look promising Following the 1991 release of the Super NES video game A Link to the Past director Takashi Tezuka asked for permission to develop a handheld Zelda title he intended it to be a port of A Link to the Past but it evolved into an original game 29 The majority of the team that had created A Link to the Past was reassembled to advance this new project Altogether it took them one and a half years to develop Link s Awakening 30 nbsp Designer Yoshiaki Koizumi was in charge of the game s story and conceived major plot points such as the dream world island setting Tezuka recalled that the early free form development of Link s Awakening resulted in the game s unrestrained contents such as the unauthorized cameo appearances of characters from the Mario and Kirby series 17 A Link to the Past script writer Kensuke Tanabe joined the team early on and came up with the basis of the story 17 31 Tezuka sought to make Link s Awakening a spin off and he gave Tanabe instructions to omit common series elements such as Princess Zelda the Triforce relic and the setting Hyrule 31 As a consequence Tanabe proposed his game world idea of an island with an egg on top of a mountain 31 Tezuka recalled that it felt as though they were making a parody of The Legend of Zelda rather than an actual Zelda game 32 Later on Yoshiaki Koizumi who had previously helped with the plot of A Link to the Past was brought into the team 17 30 Koizumi was responsible for the main story of Link s Awakening provided the idea of the island in a dream and conceived the interactions with the villagers 31 33 34 Link s Awakening was described by series producer Eiji Aonuma as the first Zelda game with a proper plot which he attributed to Koizumi s romanticism 35 Tezuka intended the game s world to have a similar feeling to the American television series Twin Peaks which like Link s Awakening features characters in a small town 17 He suggested that the characters of Link s Awakening be written as suspicious types akin to those in Twin Peaks a theme which carried over into later Zelda titles 35 Tanabe created these odd characters he was placed in charge of the subevents of the story and wrote almost all of the character dialog with the exception of the owl s and the Wind Fish s lines 17 31 Twin Peaks co creator Mark Frost had previously met with a Nintendo engineer in 1990 for a conversation regarding a Twin Peaks video game and they discussed the inspiration of Twin Peaks in regards to the expansion of the Zelda universe 36 Tanabe implemented a previous idea of the world ending when a massive egg breaks on top of a mountain this idea was originally meant for A Link to the Past Tanabe really wanted to see this idea in a game and was able to implement it in Link s Awakening as the basic concept 37 Masanao Arimoto and Shigefumi Hino designed the game s characters while Yoichi Kotabe served as illustrator 38 Save for the opening and the ending all pictures in the game were drawn by Arimoto 31 Yasahisa Yamamura designed the dungeons which included the conception of rooms and routes as well as the placement of enemies 31 Shigeru Miyamoto who served as the producer of Link s Awakening did not provide creative input to the staff members However he participated as game tester and his opinions greatly influenced the latter half of the development 30 The music for Link s Awakening was composed by Minako Hamano Kozue Ishikawa for whom it was their first game project 30 and Kazumi Totaka who also was responsible for the sound programming and all sound effects 30 As with most Zelda games Link s Awakening includes a variation of the recurring overworld music The staff credits theme Yume o Miru Shima e was later arranged for orchestra by Yuka Tsujiyoko and performed at the Orchestral Game Music Concert 3 in 1993 39 Super Smash Bros Brawl includes a remix of the game s Tal Tal Heights theme 40 which has since returned in subsequent Super Smash Bros titles In an interview about the evolution of the Zelda series Aonuma called Link s Awakening the quintessential isometric Zelda game 41 At another time he stated that had the game not come after A Link to the Past Ocarina of Time would have been very different 35 Tezuka said that he prefers the game over A Link to the Past as he enjoyed the challenge of making a similar game on lower specced hardware 42 Several elements from Link s Awakening were re used in later Zelda titles for example programmer Morita created a fishing minigame that reappeared in Ocarina of Time among others Tanabe implemented a trading sequence Tezuka compared it to the Japanese Straw Millionaire folktale in which someone trades up from a piece of straw to something of greater value This concept also appeared in most sequels 17 Release edit nbsp The Game Boy Printer accessory was compatible with the DX release of Link s Awakening To support the North American release of Link s Awakening Nintendo sponsored a crosscountry train competition called the Zelda Whistle Stop Tour 43 The event which lasted three days allowed select players to test Link s Awakening in a timed race to complete the game 44 The event was meant not only to showcase the game but also the Game Boy s superior battery life and portability the latter of which was critical to the accessibility of a portable Zelda title 10 43 The company owned magazine Nintendo Power published a guide to the game s first three areas in its July 1993 issue 16 In 1998 to promote the launch of the Game Boy Color Nintendo re released Link s Awakening as The Legend of Zelda Link s Awakening DX It features fully colorized graphics and is backward compatible with the original Game Boy Link s Awakening DX contains a new optional dungeon with unique enemies and puzzles based on color due to this the dungeon cannot be accessed on the earlier non color Game Boy models 13 After completing the dungeon the player may choose to receive either a red or blue tunic which increase attack and defense respectively The DX version also allows players to take photos after the player visits a camera shop its owner will appear in certain locations throughout the game A total of twelve photos can be taken which may be viewed at the shop or printed with the Game Boy Printer accessory 13 45 For Link s Awakening DX Tezuka returned as project supervisor with Yoshinori Tsuchiyama as the new director 31 Nobuo Matsumiya collaborated with Tsuchiyama on applying changes to the original script for example hint messages were added to the boss battles 31 For the new dungeon Yuichi Ozaki created a musical piece based on Kondo s dungeon theme from the original The Legend of Zelda 31 46 Nintendo later re released the DX version on the Virtual Console of the Nintendo 3DS on June 2011 47 In July 2013 Link s Awakening DX was offered as one of several Virtual Console games which elite status members of the North America Club Nintendo could redeem as a free gift 48 A high definition remake was developed by Grezzo and released for the Nintendo Switch on September 20 2019 49 Link s Awakening was included in a Zelda themed Game amp Watch console alongside The Legend of Zelda and Zelda II The Adventure of Link It was released on November 12 2021 50 Reception editReceptionAggregate scoreAggregatorScoreGameRankingsGB 90 51 GBC 91 52 Review scoresPublicationScoreAllGameGBC nbsp nbsp nbsp nbsp nbsp 53 GameSpotGBC 8 7 10 54 IGNGBC 10 10 9 Nintendo LifeGB nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 55 GBC nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 56 Nintendo PowerGB 4 18 5 57 failed verification GBC 8 8 10 58 Total Game Boy95 59 AwardsPublicationAwardGolden Joystick AwardsGame of the Year handheld Best Advert of the Year 60 Electronic Gaming MonthlyBest Game Boy Game of 1993 61 Editor s Choice Award DX 61 Nintendo PowerGraphics and Sound Challenge Play Control Best Overall 57 56th Best Nintendo Game 62 IGNReader s 40th Best Game of all time 63 Staff s 78th Best Game of all time 64 Sales edit In Japan the game topped the Famitsu sales chart in June 1993 65 In North America it was the top selling Game Boy game in August 1993 66 Link s Awakening sold well and helped boost Game Boy sales 13 percent in 1993 making it one of Nintendo s most profitable years in North America up to that time 67 The game remained on bestseller lists for more than 90 months after release 68 was re released as part of the Player s Choice series 69 and went on to sell 3 83 million units by 2004 The DX version sold another 2 22 million units 70 The Virtual Console release of Link s Awakening DX was the top selling downloadable Nintendo 3DS game of 2011 selling over 338 700 units or an estimated 2 3 million in gross revenue 71 Reviews edit Link s Awakening was critically acclaimed and holds an average score of 90 on aggregate site GameRankings 51 In a retrospective article Electronic Gaming Monthly writer Jeremy Parish called Link s Awakening the best Game Boy game ever an adventure so engrossing and epic that we can even forgive the whole thing for being one of those It s all a dream fakeouts 72 Game Informer s Ben Reeves called it the third best Game Boy game and called it influential 73 The Washington Post s Chip Carter declared that Nintendo had created a legend that fits in the palm of your hand and praised its portability and depth 74 An Jōkiri of ITMedia echoed similar comments 75 A writer for the Mainichi Shimbun enjoyed the game s music and story 76 Multiple sources touted it as an excellent portable adventure for those without the time for more sophisticated games 77 78 Complaints about the game included its control scheme and monochrome graphics certain critics believed that they made it difficult to discern the screen s contents 79 and wished that the game was in color Critic William Burrill dismissed the game s visuals as dim Boy graphics that are nothing to write home about 80 Both Carter and the Ottawa Citizen s Bill Provick found the two button control scheme awkward as they needed to switch items on almost every screen 74 79 The Vancouver Sun s Katherine Monk called the dialogue stilted but considered the rest of the game to be ever surprising 81 Link s Awakening DX also received positive reviews with multiple critics highlighting the color graphics as an improvement based on ten media outlets it holds an average score of 91 on GameRankings 52 IGN s Adam Cleveland awarded the game a perfect score and noted that throughout the color enhanced version of Zelda DX it can easily be inferred that Nintendo has reworked its magic to fit new standards by adding new content while keeping the original game intact 9 Cameron Davis of GameSpot applauded the game s camera support and attention to detail in coloration and style 54 while reviewers for the Courier Mail believed that the camera added gameplay depth and allowed players to show off trophies 82 The Daily Telegraph s Samantha Amjadali wrote that the addition of color made the game easier by reducing deaths caused by indistinct graphics 83 Total Games noted that the new content added little to the game but found it addictive to play nonetheless 84 Accolades edit The game won several awards At the Golden Joystick Awards it won two awards for Game of the Year handheld and Best Advert of the Year 60 It also won the Game Boy categories for Graphics and Sound Challenge Theme and Fun Play Control and Best Overall in the reader chosen 1993 Nintendo Power Awards 57 It was awarded Best Game Boy Game of 1993 by Electronic Gaming Monthly 61 In 1997 Electronic Gaming Monthly ranked the Game Boy version the 28th best console video game of all time saying it ended up beating out the Super NES Zelda in both size and scope They also lauded its humorous dialogue hefty challenge and incorporation of the best gameplay mechanics of its predecessors 85 Nintendo Power later named it the fifty sixth best Nintendo game 62 and in August 2008 listed the DX version as the second best Game Boy or Game Boy Color game 86 IGN s readers ranked it as the 40th best game of all time while the staff placed it at 78th 63 64 the staff believed that while handheld spin offs are generally considered the low point for game franchises Link s Awakening proves that they can offer just as rich a gameplay experience as their console counterparts 64 In 2009 Official Nintendo Magazine ranked the DX version of the game 25th in a list of the greatest Nintendo games calling it an absolute masterclass in handheld game design 87 References editNotes edit Nintendo Switch version developed by Grezzo Known in Japan as Zelda no Densetsu Yume o Miru Shima Japanese ゼルダの伝説 夢をみる島 Hepburn Zeruda no Densetsu Yume o Miru Shima lit The Legend of Zelda The Dreaming Island Known in Japan as Zelda no Densetsu Yume o Miru Shima DX Japanese ゼルダの伝説 夢をみる島DX Hepburn Zeruda no Densetsu Yume o Miru Shima Derakkusu lit The Legend of Zelda The Dreaming Island Deluxe In the DX and Switch versions Marin is instead implied to have become a seagull flying across the ocean 28 Citations edit Thorpe Patrick ed 2018 Archives The Legend of Zelda Link s Awakening The Legend of Zelda Encyclopedia Dark Horse Comics p 217 ISBN 978 1 50670 643 6 ゼルダの伝説 夢をみる島 in Japanese Nintendo Co Ltd Archived from the original on December 16 2008 Retrieved March 26 2009 Retroradar Planner Retro Gamer No 83 Imagine Publishing November 11 2010 p 17 The Legend of Zelda Link s Awakening DX Nintendo of Europe GmbH Archived from the original on June 29 2012 Retrieved May 17 2009 Zeldaの伝説 Introduction in Japanese Nintendo Co Ltd Archived from the original on January 16 2008 Retrieved January 17 2011 Guide 64 Game Boy Release Schedule Archived from the original on October 9 1999 Plant Logan February 8 2023 Nintendo Switch Online Adding Game Boy and Game Boy Advance Games IGN Retrieved February 9 2023 a b c d e The Legend of Zelda Link s Awakening Instruction Booklet 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Zelda Timeline But There Are Shenanigans Kotaku Archived from the original on March 27 2019 Retrieved February 17 2019 Wong Alistar August 5 2018 The Legend of Zelda Breath of the Wild Has Been Added To The Series Official Timeline Siliconera Archived from the original on February 10 2019 Retrieved February 17 2019 a b The Legend of Zelda Link s Awakening Guide Nintendo Power Vol 1 no 50 July 1993 pp 57 66 a b c d e f g h 2 Kirby and Chomps in Zelda Prince Richard Legend of Zelda IGN IGN Entertainment Inc Archived from the original on February 14 2012 Retrieved December 3 2007 Nintendo Co Ltd December 1 1998 The Legend of Zelda Link s Awakening DX Nintendo of America Inc Kid Hey man When you want to save just push all the Buttons at once Uh don t ask me what that means I m just a kid Nintendo Co Ltd December 1 1998 The Legend of Zelda Link s Awakening DX Nintendo of America Inc Marin You must still be a little woozy You are on Koholint Island Nintendo Co Ltd December 1 1998 The Legend of Zelda Link s Awakening DX Nintendo of America Inc Marin If I was a seagull I would fly as far as I could I would fly to far away places and sing for many people If I wish to the Wind Fish I wonder if my dream will come true Nintendo Co Ltd December 1 1998 The Legend of Zelda Link s Awakening DX Nintendo of America Inc To the finder the isle of Koholint is but an illusion Human monster sea sky a scene on the lid of a sleeper s eye Awake the dreamer and Koholint will vanish much like a bubble on a needle Cast away you should know the truth Zelda Retrospective Part 6 GameTrailers MTV Networks November 20 2006 Archived from the original on June 29 2012 Retrieved March 10 2011 The Legend of Zelda Link s Awakening Nintendo Player s Guide Nintendo of America Inc 1994 p 84 Strategy Bosses of the Egg Nintendo of America Inc Archived from the original on February 24 1998 Nintendo Co Ltd December 1 1998 The Legend of Zelda Link s Awakening DX Nintendo of America Inc Wind Fish But verily it be the nature of dreams to end When I dost awaken Koholint will be gone Link s Awakening Frequently Asked Questions Archived from the original on July 16 2011 Andriessen CJ July 3 2016 Marin lets freedom ring in Hyrule Warriors Destructoid Archived from the original on July 4 2016 Retrieved September 17 2019 Iwata Asks Zelda Handheld History Like an Afterschool Club Nintendo of Europe GmbH Archived from the original on June 29 2012 Retrieved January 17 2011 a b c d e ゼルダの伝説 夢をみる島 開発スタッフ名鑑 Nintendo Official Guide Book The Legend of Zelda Link s Awakening in Japanese Shogakukan Inc July 1993 pp 120 124 ISBN 978 4 09 102448 0 a b c d e f g h i j 開発スタッフアンケート ゲームボーイ ゲームボーイカラー 任天堂公式ガイドブック ゼルダの伝説 夢を見る島DX in Japanese Shogakukan Inc February 20 1999 pp 108 111 ISBN 978 4 09 102679 8 The Legend of Zelda Encyclopedia Dark Horse 2018 p 235 ISBN 978 1 50670 638 2 Kohler Chris December 4 2007 Interview Super Mario Galaxy Director On Sneaking Stories Past Miyamoto Wired GameLife Conde Nast Digital 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