The Legend of Zelda: Link's Awakening DX
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The Legend of Zelda: Link's Awakening DX

The Legend of Zelda: Link's Awakening DX is the 1998 Game Boy Color version of Link's Awakening, the first handheld entry in the Zelda series. The game follows Link as he is trapped on Koholint Island and must awaken the Wind Fish to escape. Gameplay blends combat, puzzle-solving, and exploration, and introduces series firsts such as jumping and side-scrolling sections. The DX version adds a color-based dungeon and a camera feature, which are its core distinctions from the original. The game is not set in Hyrule and features neither Princess Zelda nor the Triforce, a departure that makes it stand out in the series.

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Gameplay and design

Link's Awakening DX continues the series' classic top-down action-adventure gameplay, with players controlling Link as he explores, fights, and solves puzzles across Koholint Island. Compared to earlier games, this entry allows Link to jump for the first time and introduces side-scrolling sections, adding variety to the pacing of combat and exploration. The dungeons are cleverly designed, each with its own theme and gimmicks, requiring players to use their items creatively to solve puzzles and defeat the bosses guarding the end.

This game also marks the series debut of item-trading side quests, a fishing minigame, and a mechanic where Link learns songs on the ocarina. These elements are not mere extras; they are tightly woven into the main quest: for instance, ocarina songs can warp Link or change the weather, and trading items is essential to advancing the story. These features later became staples of the Zelda series, but at the time they were fresh ideas that offered enjoyment beyond the main path.

Players can steal items from the shop, but doing so has consequences: Link's name changes to "THIEF," and the next time he enters the shop, the owner strikes him down. This detail reflects the game's responsiveness to player actions and adds a sense of realism to the world. Additionally, players can collect hidden "Secret Seashells" scattered across the island; collecting all 20 rewards Link with a powerful sword that shoots energy beams at full health, giving extra incentive to explore.

The residents of Koholint Island are a colorful bunch, including the shy old man Ulrira, who communicates with Link over the phone—an indirect form of interaction that was uncommon in games at the time. The island is also home to cameo characters from other Nintendo franchises, such as Wart, Yoshi, and Kirby. These characters are not just easter eggs; they are integrated into the game's world, delighting players during exploration and reflecting the game's lighthearted, humorous tone.

The DX version adds a color-based dungeon that cannot be accessed on the original Game Boy, making it exclusive to the color version. After completing this dungeon, players can choose between a red or blue tunic, each providing different stat boosts. The DX version also supports the Game Boy Printer, allowing players to take in-game photos and print them, with a total of 12 photos available. These additions make full use of the Game Boy Color's hardware capabilities and offer new experiences for returning players.

Background and release

The original The Legend of Zelda: Link's Awakening was released for the Game Boy in 1993, marking the series' first handheld title. Prior to this, the Zelda series had primarily been on home consoles, and Link's Awakening represented the franchise's expansion into portable gaming. It is also one of the few games in the series not set in Hyrule and without Princess Zelda or the Triforce, a narrative departure that makes it particularly unique.

In 1998, Nintendo released the Game Boy Color, and Link's Awakening DX was one of the launch-window titles designed to showcase the new hardware. The DX version adds color graphics, a dedicated color dungeon, and a camera feature. Notably, the DX version is compatible with the original Game Boy, but the color dungeon is only accessible on the Game Boy Color, catering to existing owners while encouraging upgrades.

The release of the DX version closely followed the Game Boy Color's launch, and Nintendo clearly intended to use this classic title to promote the new system. Indeed, the visual improvements in the DX version are striking, with vibrant colors and detailed sprites that demonstrate the Game Boy Color's display capabilities. At the same time, the DX version retains the core content of the original, allowing veteran players to revisit the adventure in a new light.

After the DX version's release, the original Link's Awakening continued to circulate among players. By 2004, the original had sold 3.83 million copies, and the DX version had sold 2.22 million, for a combined total of over 6 million units, proving the popularity of this handheld Zelda. In 2011, the DX version was released on the Nintendo 3DS Virtual Console, allowing a new generation of players to experience this classic.

In July 2013, the DX version was offered as a free gift to North American Club Nintendo Platinum members, showing Nintendo's continued regard for the title. Despite the 2019 Switch remake, the DX version remains a beloved representative of the Game Boy Color era. This article focuses on the 1998 DX version and does not cover later remakes.

Development

The development of Link's Awakening began as an unofficial project: initially, the team attempted to port A Link to the Past to the Game Boy, but under the guidance of Takashi Tezuka, the project evolved into an original game. Tezuka, a veteran of the series, wanted to create a brand-new Zelda game for handhelds rather than a simple port, which laid the groundwork for the game's creation.

The story and script were written by Yoshiaki Koizumi and Kensuke Tanabe, who built a world full of mystery. Tezuka wanted the game world to have the atmosphere of the TV series Twin Peaks, so the residents and events on Koholint Island carry a mysterious, surreal quality. This influence is especially evident in the dream setting and the odd characters, giving players a unique atmosphere as they explore.

Development took about a year and a half, with most of the A Link to the Past team participating, ensuring quality and stylistic consistency. During development, the team focused on designing characters as "suspicious types," making the island's inhabitants distinctive and even eccentric, a stark contrast to typical Zelda characters and a hallmark of the game.

The music was composed by Minako Hamano, Kozue Ishikawa, and Kazumi Totaka, with Ishikawa working on a game for the first time. The soundtrack blends various styles, including classic Zelda melodies and original compositions, enhancing the game's world. The music pairs well with the game's scenes, conveying the right mood whether in peaceful villages or tense dungeons.

For the DX version, Takashi Tezuka served as project supervisor, Yoshinori Tsuchiyama as director, and Nobuo Matsumoto assisted with script revisions. The team preserved the original content while optimizing for the Game Boy Color's hardware and adding the color dungeon and camera feature. These additions are not mere extras but are integrated into the overall design, reflecting the team's deep understanding of the hardware.

Reception and legacy

The original Link's Awakening was a commercial success, selling 3.83 million copies by 2004, and the DX version sold 2.22 million, for a combined total of over 6 million units, demonstrating the popularity of this handheld Zelda. In terms of critical reception, the original holds an average score of 90% on GameRankings, while the DX version holds 91%, both receiving widespread acclaim.

The DX version received a perfect score from IGN, and GameSpot praised its camera support and color detail. These reviews affirmed the DX version's technical improvements and content richness. Additionally, the original won the 1993 Golden Joystick Award for Handheld Game of the Year and Best Advertisement, and received multiple Game Boy category awards at the 1993 Nintendo Power Awards, showing recognition from both industry and players.

Electronic Gaming Monthly ranked the original as the 28th best console game of all time in 1997, stating it "surpasses the Super NES Zelda in scope and size." While this praise may be hyperbolic, it reflects the innovation and depth of Link's Awakening at the time. The game achieved a console-like experience on a handheld, setting a benchmark for future portable Zelda titles.

Many design elements from Link's Awakening have had a lasting impact on subsequent Zelda games. For example, item trading, fishing minigames, and ocarina songs were carried forward and expanded in later entries. The game's cameo characters and fourth-wall-breaking elements also exemplify its "parody" style, a humor unique in the series that influenced later works.

As an early Game Boy Color title, the DX version not only showcased the new hardware's potential but also solidified the Zelda series' place in the handheld market. In 2011, the DX version was released on the 3DS Virtual Console, allowing a new generation to experience the classic. Despite the 2019 Switch remake, the DX version remains a special part of gaming history as the colorized version of the original, an unforgettable chapter in Nintendo's handheld legacy.

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Keywords

ZeldaLink's AwakeningGame Boyaction-adventuredungeon crawlerKoholint IslandWind Fish塞尔达传说