The Legend of Zelda: Link's Awakening

The Legend of Zelda: Link's Awakening
Links Awakening box.jpg
North American cover art
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Director(s) Takashi Tezuka
Designer(s) Yasuhisa Yamamura
Artist(s) Yoichi Kotabe
Writer(s) Yoshiaki Koizumi
Kensuke Tanabe
Nobuo Matsumiya
Composer(s) Kazumi Totaka
Minako Hamano
Kozue Ishikawa
Series The Legend of Zelda
Platform(s) Game Boy, Game Boy Color
Release date(s)
Genre(s) Action-adventure
Mode(s) Single-player
Rating(s)
Media Game Pak

The Legend of Zelda: Link's Awakening, released in Japan as Zelda no Densetsu: Yume o Miru Shima (ゼルダの伝説 夢をみる島?, lit. "The Legend of Zelda: The Dreaming Island"), is an action-adventure video game developed by Nintendo Entertainment Analysis and Development and published by Nintendo for the Game Boy. It is the fourth installment in The Legend of Zelda series and the first for a handheld game console. It was released on June 6, 1993 in Japan, August 6, 1993 in North America, and December 1, 1993 in Europe.

Link's Awakening is one of the few Zelda games that does not take place in the fictional land of Hyrule, not to feature Princess Zelda (though she is mentioned), not to feature the fictional Triforce relic, or the series primary antagonist, Ganon. Instead, the player's character, Link, begins the game stranded on Koholint Island. Learning that the island is watched over by a creature known as the Wind Fish, Link fights monsters and solves puzzles to find eight musical instruments to awaken the slumbering creature—if the Wind Fish is not awoken, Link will be trapped on Koholint Island forever.

Link's Awakening was critically and commercially successful on release. Critics praised the number of features in the handheld game and the depth, despite the absence of color graphics. Complaints included the limited two-button control scheme for using items. A remake called The Legend of Zelda: Link's Awakening DX was released for the Game Boy Color in 1998. The game features color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. The DX version received higher scores than the original. Together, the two versions of the game have sold more than 6 million units worldwide, and have appeared on multiple game publications' lists as one of the best games of all time.

Contents

Synopsis

Plot

After the events of A Link to the Past,[4] Link travels abroad to train to combat further threats. After a storm destroys his boat at sea, he awakens on Koholint Island,[5] and is taken to the house of a kind man named Tarin and his daughter Marin. Marin is fascinated by Link and the outside world across the sea, and tells Link wistfully that if she was a seagull, she would like to travel across the sea and sing for many people.[6] After recovering his sword from Koholint's beaches, a mysterious owl tells Link that in order to return home, he must awaken the guardian of Koholint—the Wind Fish who is dreaming in a giant egg on top of Tal Tal Mountain and can only be woken by gathering and playing the eight instruments of the Sirens. Throughout Koholint Island, nightmare creatures attempt to obstruct Link’s quest to awaken the Wind Fish as they wish to rule his dreamworld.

After collecting all eight instruments from the eight dungeons across Koholint, Link climbs to the top of the Tal Tal Mountain range and plays the Ballad of the Wind Fish with all eight instruments.[7] This causes the egg where the Wind Fish sleeps to break open, and Link enters to face off against the last evil being, a Nightmare that takes the form of Ganon and other enemies from Link's past,[8] culminating in a battle with Dethl, a cyclopean dual-tentacled Shadow.[9] After Link successfully defeats Dethl, he plays the Ballad of the Wind Fish and both Link and the Wind Fish awaken; Koholint Island and all its inhabitants slowly disappear.[10] Link finds himself lying on 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 in the form of a seagull is shown flying after the ending credits finish.[11] Eventually, her wish came true.[6]

Setting and characters

Unlike most other Zelda titles (and all Zelda titles up to the release of Link's Awakening), the game does not take place in Hyrule, and, apart from the player's character, Link, does not involve any of the characters or locations of previous games, besides a passing mention of Princess Zelda in the opening portion of the game.[12][13] Instead, Link's Awakening takes place entirely on Koholint Island,[12] an isolated landmass cut off from the rest of the world. The island, though small, contains a large amount of hidden secrets and interconnected pathways.[14]

Link's Awakening features non-player characters who help the player figure out where to go next, including Ulrira, a shy old man who communicates to Link exclusively by telephone. Other characters Link meets on his quest include cameo characters from other Nintendo titles, such as the scholar Mr. Write, Yoshi, Kirby and exiled prince Richard, who first appeared in the Super Nintendo version of SimCity, Super Mario World on the Super Nintendo Entertainment System, Game Boy titles Kirby's Dream Land and Kaeru no Tame ni Kane wa Naru, respectively.[15][16][17][18] An enemy from the Mario series called Chomp was included as a result of an SRD programmer implementing the ability for Link to grab the Chomp and take it for a walk. The inclusion of characters from other series is described by Tezuka as a result of the game being developed in an unrestrained way. Tezuka joked that these inclusions made Link's Awakening like a parody of The Legend of Zelda series. The island is also inhabited by characters who continually break the fourth wall; for example, little children inform the player of game mechanics such as saving, although they have no idea what this means.[19]

Gameplay

The protagonist, Link, battling a Darknut in a castle; the bottom portion of the screen displays equipped items, rupees, and player health, represented as hearts.[7]

Like most games in The Legend of Zelda series, Link's Awakening is an action-adventure game,[20] focused in exploration and combat, which takes place from an overhead perspective.[12] The player explores the overworld of Koholint Island, fighting monsters and exploring underground dungeons. The dungeons steadily increase in size and difficulty, and feature a boss called a Nightmare that the player must defeat.[7] Success earns the player another heart container, which increases the amount of damage the player can take; when a player empties all their heart containers, the game restarts from the last door they walked through before dying.[7]

Link's Awakening is the first top-down view Zelda game that allows Link to jump; this allows the game to contain sidescrolling puzzles and elements, similar to those found in the earlier Zelda II: The Adventure of Link.[12] The player can expand their abilities with items, which are discovered in dungeons and through character interactions. These items can open previously unreachable areas, and are crucial for reaching or completing dungeons.

In addition to the main quest to awaken the Wind Fish, Link's Awakening also offers numerous side quests and diversions. For example, hidden across the overworld and dungeons are collectible "secret seashells". When the player brings most of the shells to a shrine, he receives a more powerful sword that shoots beams. Link's Awakening is the first Zelda game to include a trading sequence side quest that is now a series staple. This minigame consists of giving a certain item to a character, who in turn gives the player another item to trade with someone else.[7] The game also allows players to steal items from shops, although Link is referred to as "THIEF" for the rest of the game and instantly dies on the next entry.[12] Link's Awakening is the first Zelda game in which the A and B button can be assigned to different items, allowing for more varied puzzles and item combinations.[12] Other game elements appearing for the first time in a Zelda game are fishing, flying around by rooster, and learning special songs on the ocarina (which is central to the next Zelda game released, Ocarina of Time).[21]

Development

The Legend of Zelda director Eiji Aonuma speaking at Game Developers Conference 2007

Link's Awakening was directed by Takashi Tezuka in Nintendo's SRD team. Link's Awakening did not begin as an official project but rather as an experimentation to see if it could be done with the development done off of the clock. Tezuka asked permission to develop a handheld The Legend of Zelda title after the release of The Legend of Zelda: A Link to the Past, originally intending it to be a transplant of A Link to the Past to a handheld.[17] While Tezuka cannot fully recall why the developers worked on the game as a side project, he suggests that it was because they had a lot that they still wanted to do with the series, Tezuka especially because he joined the development of A Link to the Past in the middle.

The story was written by Yoshiaki Koizumi, who provided the concept of an island in a dream, as well as all the interaction with the villagers.[22][23] Kensuke Tanabe assisted in the actual writing of the script, while Nobuo Matsumiya later wrote the events for the modified DX version.[24] The story of Link's Awakening was described by Eiji Aonuma as the first game in the series to have a proper plot, attributing Koizumi's romanticism for it.[17] Tezuka intended the world and its characters to have a similar feeling to the American television series Twin Peaks, which was about a small number of characters in a small town, similar to the way Link's Awakening is set up.[17] He suggested that the characters of Link's Awakening be made to be "suspicious types", a theme which has carried over into later titles in the series. Aonuma stated that had Link's Awakening not come after A Link to the Past, Ocarina of Time would have been very different.[17]

Link's Awakening shares similar mechanics and design to a previous Game Boy game, Kaeru no Tame ni Kane wa Naru.[25] Link's Awakening introduced several staples for the series. One of the game's developers, Kazuaki Morita, implemented a fishing mechanic for the first time in The Legend of Zelda series, which appeared in several subsequent games in the series. Another developer, Kensuke Tanabe, implemented a trading sequence, described by Tezuka as a "Straw Millionaire" sequence, which refers to someone trading up from a piece of straw to something of greater value. This would also appear in most sequels.[17]

The game's background music was composed by Yuichi Ozaki, Kazumi Totaka, Minako Hamano and Kozue Ishikawa.[25] As in most Zelda games, it includes the recognizable overworld theme, which has become a staple of the franchise.[26] The theme "Tal Tal Heights" from this game was remixed for Super Smash Bros. Brawl.[27] Eiji Aonuma, director of all the 3D Zelda games, called Link's Awakening the "quintessential isometric Zelda game", in an interview about the evolution of the Zelda series.[28]

To promote the game for the North American release, Nintendo sponsored a crosscountry train competition, called the Zelda Whistle Stop Tour.[29] The event, which lasted for three days, had selected players test Link's Awakening in a timed race to see who would complete the game first.[30] The event was a way to showcase the new Zelda game, but Nintendo also wanted to tout the Game Boy's superior battery life and portability,[29] which would make or break the accessibility of a portable Zelda title.[12] The company-owned Nintendo Power published a partial game guide of the first three areas in its July 1993 issue.[15]

In 1998, to promote the launch of their Game Boy Color handheld, Nintendo re-released Link's Awakening as The Legend of Zelda: Link's Awakening DX.[14] Tezuka returned to the project as supervisor, along with Yoshinori Tutiyama as director.[25] Like Super Mario Bros. Deluxe and other "deluxe" games, the most noticeable addition is that the title is fully colorized and comes in a dual black cartridge, which also works in the original black and white Game Boy. The game introduces an entirely new dungeon, with unique enemies and puzzles based on color (although the dungeon was only optional and not essential to the completion of the game). Upon completion there is an option between a blue or red tunic, which boost either attack or defence stats. The DX version also features the ability to take photos. After the player has visited a camera shop, the cameraman will appear in different places around the island. A total of twelve photos can be taken, and they can be viewed at the shop or printed using the Game Boy Printer accessory, released that same year.[31]

Reception

 Reception
Aggregate scores
Aggregator Score
GameRankings 89%[32]
90% (DX)[33]
Review scores
Publication Score
GameSpot 8.7 out of 10 (DX)[34]
IGN 10 out of 10 (DX)[20]
Nintendo Power 4.18 out of 5[35]
Awards
Entity Award
Nintendo Power Graphics and Sound, Challenge, Theme and Fun, Play Control, Best Overall[35]
Nintendo Power 56th Best Nintendo Game[36]
IGN Reader's 40th Best Game of all time[37]
Staff's 78th Best Game of all time[38]
Electronic Gaming Monthly Best Game Boy Game of 1993[39]
Editor's Choice Award (DX)[39]
Link in a side-scrolling dungeon area, with enemy Goombas below him. The addition of color in the DX version was favorably received.

Link's Awakening was well-received by critics, with a reviewer average of 90% on aggregate site Game Rankings.[32] In a retrospective, Electronic Gaming Monthly declared 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."[40] The Washington Post declared that Nintendo had created a "legend that fits in the palm of your hand", praising the portability and depth of gameplay.[41] The Mainichi Shimbun praised the game's music and story.[42] The title was touted as an excellent portable adventure for those with little time for more sophisticated role-playing games.[43][44]

Link's Awakening won several awards, including the Graphics and Sound, Challenge, Theme and Fun, Play Control, and Best Overall categories for the Game Boy in the 1993 Nintendo Power Awards decided by readers.[35] The Legend of Zelda: Link's Awakening was awarded Best Game Boy Game of 1993 by Electronic Gaming Monthly.[39] The title made multiple top games list as Nintendo Power's fifty-sixth best Nintendo game,[36] In August of 2008, Nintendo Power listed the DX version as the second best Game Boy/Game Boy Color video game, describing it as a "dream come true" due to the ability to play The Legend of Zelda wherever you were.[45] IGN reader's 40th best game of all time,[37] and IGN staff's 78th best game.[38] The game ranked 42 in the Guinness World Records' list of the top 50 most important and influential videogames of all time.[46] IGN singled out Link's Awakening, saying 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."[38]

Complaints with the game included the graphics, which William Burrill dismissed as "Dim Boy graphics [that are] nothing to write home about."[47] The monochrome graphics occasionally made it harder for critics to see what was going on,[48] leading reviewers to wish the game had some color. The two-button control scheme was called awkward to use, having to constantly switch items almost every screen.[41][48]

Link's Awakening DX received better reviews than its predecessor; Game Rankings rates the DX version of Link's Awakening with an average score of 92%, based on ten media outlets.[33] IGN gave the game a perfect score, noting that "throughout the color-enhanced version of Zelda DX, it can easily be inferred that Nintendo has reworked its magic to fit new standards", removing nothing from the original game and adding in new adventures.[20] Cameron Davis of GameSpot applauded the camera support and attention to detail in coloration and style,[34] while reviewers for the Courier Mail credited the camera features with added gameplay depth and allowing players to show off trophies.[49] The Daily Telegraph's Samantha Amjadali said that the addition of color made the game easier and reduced deaths caused by the player not being able to see what is going on.[50] Despite the improvements, publications such as AllRPG.com took issue with parts of the gameplay that remained unchanged, including the awkwardness of the two-button format.[51] Total Games noted that the additional content added little to the actual game, though they still found it addicting to play, giving the game a score of 95%.[52]

Link's Awakening and its re-release were commercially successful; the game remained on bestseller lists for more than 90 months after release,[53] and went on to sell 3.83 million units by 2004. The DX version sold another 2.22 million units.[54]

References

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External links