Retrospective: The Legend of Zelda: Link's Awakening
THIEF of time.
On the surface, The Legend of Zelda: Link's Awakening may appear to be an offbeat side-story to the main series. An oddball tale originally released on the Game Boy, it sheds some of the Zelda series' staples and fills the gaps with its own hallucinogenic story that includes more than a few left-field references to the world of Mario.
But I didn't know any of that when I first played Link's Awakening. It was my first Zelda and, years before Ocarina of Time defined the series' possibilities for vast 3D worlds, the game's comparatively modest 2D island map offered up an entire continent to me. I would explore every nook and cranny.
Link's Awakening launched in the era before mass internet when, for me, games lasted months, gameplay secrets took days to discover and strategies were passed between me and my friends by word of mouth alone.
I was helped, quite considerably, by a friend of mine who'd completed the game already. Day after day we'd meet in the playground (I was eight at the time, should you be getting any funny ideas) and he'd guide me through the next section or tell me how to get that one last chest on the dungeon map I hadn't yet claimed as my own.
Some elements remain typical of the series. The game's eight dungeons, for example, are standard Zelda fare, each room holding its own ingenious riddle to solve - and later exploits, such as the pillar-demolishing Eagle's Tower puzzle, can still be infuriating on subsequent play-throughs.
You can steal items from the Mabe Village shop, but doing so will cause players to be re-named 'THIEF' for the rest of the game (colour images from the DX edition).
But other aspects of the game are markedly different. The setting is away from Hyrule for the first time, and series villain Ganon sits the entire game out. The Master Sword is missing and Zelda is also absent, bar a mention in one initial line of dialogue.
While every Zelda game, even the few true sequels, can be played perfectly well as its own adventure, Link's Awakening's story is undoubtedly a standalone episode within the overall saga. The game ditches the standard Princess-getting-kidnapped plot, with Link's Awakening's darker tale proving the series strong enough to exist without such a simple story mechanic.
The quest begins with Link sailing alone across a dark and stormy sea, our hero illuminated only by flashes in the lightning-cracked sky above. Shipwrecked, Link washes ashore on Koholint Island, waking in the care of the game's love interest, Marin. But Koholint Island, players quickly discover, is no normal tropical getaway.
Guided throughout the game by a mysterious owl character, Link is told he cannot hope to leave Koholint while a creature named the Wind Fish is sleeping. As the game progresses, players discover that the whole island exists only as a dream, a world concocted by the Wind Fish that has been invaded by nightmare monsters Link must defeat in order to leave.
His final task is to wake the Wind Fish, but in doing so Koholint Island and all of its inhabitants will cease to be. As mid-game plot twists go, it's an eye-opener.
Complete Link's Awakening without dying and Marin will briefly appear.
Throughout the quest, Link is tasked with collecting an orchestra of eight Wind Fish-waking instruments (making it more of a chamber orchestra, really), each recovered after felling one of the game's eight dungeon bosses. You'll have the majority under your belt before the above bombshell is broken to you. Finding out your mini monochrome (until the Game Boy Color remake) world of adventure will be taken away from you when you complete the game leaves a lasting impression as, by this point, players will know the doomed island and its peculiar residents well.
Like most Zelda games, it doesn't take long to fall in love with the characters who surround you, each with their own offbeat personality and quirky mannerisms. There's rocking chair-bound old man Ulrira who suffers from shyness in person, but is a reliable source of help when called from one of the island's telephone booths, or loner letter-writer Mr Write who, as part of the game's extensive trading sequence, you help find love with a goat named Christine.
Christine, incidentally, tricks Write by sending him a picture of "herself" that actually depicts the Mushroom Kingdom's own Princess Peach. It's one of the countless references to Nintendo's other main series found in Link's Awakening. The aforementioned trading sequence begins when players win a Yoshi doll in a claw-grabbing mini-game; Piranha Plants, Boos and Kirby-like enemies appear in Koholint's dungeons, while a section of the game has you walking a Chain Chomp named Bow-wow.
Mr Write is a parody of SimCity's Dr. Wright (a character in turn based on that series' famed creator, Will Wright), while frog-loving nobleman Richard is borrowed from forgotten Japanese Game Boy title, For the Frog the Bell Tolls.
Players can craft bomb arrows by equipping the two items separately and hitting the two buttons at the same time.
Meanwhile, some underground sections of the game place Link in Goomba-filled side-scrolling caves reminiscent of the Mario series' underworld levels, which echo with a similar thumping bit-tune bass line.
These not-so subtle nods make some sort of sense however, explained away in any questioning player's mind by Link's Awakening's dreamlike setting. They serve as a constant reminder that the world around them is far from real.
But the game excels in more than plot-twists and eyebrow-raising references. With the regular cast resting, Link's Awakening sees players get acquainted with the characters of Marin and her father Tarin (predecessors in design to the more famous Malon and Talon found in Ocarina of Time, just as Link's guiding owl is clearly an inspiration for Kaepora Gaebora).
Marin is a central figure in Link's Awakening and her relationship with the player is one of the game's highlights. The pair develop a touching closeness that is reminiscent of how Link and Illia interacted in Twilight Princess, but sustained throughout far more of the game's storyline. Marin is always there to visit and, in one of the game's standout moments, briefly accompanies Link on his journey.
The photographs included in the Game Boy Color's DX version are a delight to find, although some can be missed entirely.
Here, Marin's character is expanded on in one of the game's only cut-scenes. The tale she tells of her life is achingly sad; of growing up on the island and wanting, like Link, to leave, to be free to soar away from Koholint's shores like one of the island's many seagulls.
So when it comes to leaving this vivid land full of character and characters, it is not without sadness the deed is done. As Link plays his collected array of instruments, as the Wind Fish finally wakes and Link's surroundings begin to disappear around him, Nintendo shows you the places and people that you're leaving behind. The kids throwing ball outside of the Mabe Village Library, the spot on the beach where you first picked up your sword, and finally, Marin.
More than most games, it was a world I didn't want to leave and where the finality of the ending brought about a feeling of loss. Of course, you could turn it back on again to return to a previous save point, but it was never the same.
Despite its bizarre-sounding story and change of setting, Link's Awakening is far from an offbeat handheld spin-off. Its story, heart and humour cements it as one of the series' finest offerings and sets the stage for the games to come. It's the first time you're allowed to fish in a Zelda game, the first time you're sent on a trading quest, and the first time you'll learn songs to play on an ocarina. As my own introduction to the series, Link's Awakening was a great place to start.
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Comments (50) Latest comment 6 months ago
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Great retrospective for a great game.
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Link's Awakening is the first game to make me feel sadness, real sadness.
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Seems legit
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Absolutely superb game, the fan remake isn't half bad either.
http://www.thekartel.com/video-games/17662499-fan-made-zelda-reawakens-links-awakening.html
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I remember my cousin borrowing someone's Gameboy on a visit and bringing that game, and us playing it non-stop, I love the restricted exploration expanding after each dungeon, the seashell hunting (ah, the days before the net)
lol, people should list their nostalgic moments, like the first time you robbed the shop or the first time you got swarmed by chickens.
My fave Zelda game ever.
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One thing seemingly overlooked was the great score Link's Awakening had, I absolutely loved the music from this one. Awww man, I might have to play it again.
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I try my very best to not use guides in games, but there was one thing I did not want to miss: any photo oppertunity. I loved printing out those little collectables, I am sure I have them all in my gameboy bag somewhere. It's a shame the 3DS version doesn't let you use the print button to save them to the consoles memory instead.
So many good memories of this game, felt really guilty when completed it!
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The emotional attachment I got from it was equalled only by Ocarina of Time. Playing it on the train home from the Zelda Symphony in London brought back all sorts of feelings which sent me back to my childhood :')
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One of the best games ever to play whilst finishing off your dip-dabs on the bus on the way home from town.
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I think it says something that after all these years, I can still hum the Ballad of the Wind Fish, and get a slight chill when I think of the ending and that song playing over it. It didn't work because it was a big epic conclusion, it worked because it refocused the big world-ending event on the characters and places I'd come to care about.
Oh, and you can jump. Like... by pressing a button. And it's pretty great.
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Like many though, this was my first experience with Zelda and it took my breath away.
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The Zeldas on the Gameboy and Game Boy advance really are great titles, Oracle of Ages being my favourite, but I fear we will never see another classic top down 2d zelda (PH and ST are different games entirely) now that the 3DS is here.
If they are confined to the annals of history, then at least they will be remembered as classics.
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You're never too old or too young for love, Tom.
edit: someone needs to fix the quote banner
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Hmm, wonder if the battery is still keeping my saves alive, it's only been ~15 years since I last played the cart.
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Because on behalf of my younger self, I'd just like to say: FUCK THAT DUNGEON.
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What? No one?
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One of the best and strangest parts was a glitch in the original black and white version which occurred if you moved to the next screen and pressed SELECT at the same time. Instead of moving to the opposite side of the screen, you would stay on the same side of the screen, but move to the next area. It made a mysterious game even stranger and had so many opportunities to break the game.
Also you are wrong about the Master Sword, if you collect 20 shells you can actually pick it up.
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Anyways, it was my first Zelda and I have very fond memories of it as well.
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Happy times...
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I suggested the swap and think i got more playtime than he did. Epic gaming.
\goes back to Skyward Sword for the evening.
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You do realise this started as a port of ALttP to the Game Boy? And that Link's Awakening is, in fact, a direct sequel to ALttP? I was pretty surprised by that too - but either way, what a game!
And that RPG Maker remake is great, but I don't think it's complete (edit; It isn't, it ends after the first dungeon and since the guy who did it is working on a 2D OoT project, the Link's Awakening project has been cancelled). Which is a shame, as it's bloody gorgeous - if Nintendo did anything remotely like that, I'd be all over it. Really.
That's the sort of love the game needs. I know so often we ridicule remakes. But thing is, it has to be the right game - and Link's Awakening is the right game. It deserves more love. It deserves to be celebrated. And it deserves a fancy 2011/2012 graphical overhaul.
The fact the game still feels fresh and innovative even now speaks volumes about how much they nailed this.
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As an aside, to be pedantic,technically speaking, every Zelda game is standalone as the various incarnations of Link are not the same character, but reincarnations. That's why the story rarely changes - it's sort of a riff on fate and destiny, an orouborous thing, where events are destined to repeat themselves. There is a very fast and loose timeline and some games are linked (wind waker, spirit tracks and phantom hourglass supposedly use the same incarnaction of link and obviously Ocarina and Majora are on the same timeline), but the main tenet of the series is the idea that history repeats itself over and over.
Taken in this light, the whole saga gains an air of subtle tragedy.
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I still loved the game though - took about a month to finish in the pre Internet guide era
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Similar to Tom, I was about 8/9 when I got it and had a friend in school who was always one step ahead of me. Every morning I'd run up to him to pry the latest bit of information out of him.
Never did get all the sea shells though!
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Just goes to show, you really do learn something new every day.