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#The Legend of Zelda: Link's Awakening
nintendometro · 11 months
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Washed Up 'The Legend Of Zelda: Link's Awakening' Game Boy
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oktaviaslabyrinth · 2 months
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Ballad of the Wind Fish // The Legend of Zelda: Link's Awakening (1993)
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dailygaming · 1 year
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“If I was a seagull, I would fly as far as I could!“
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oldgamedebris · 2 months
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Link's Awakening is done, and the Oracle games are next.
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(sorry...)
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artworthless · 10 months
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roseartsandfics · 10 months
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Marin -- Seashells
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It's been awhile since drawing some Zelda goodies ^^;, so here is Marin with a bunch of seashells ^^
I chose to draw the one from the remake, and to be honest, Marin is really cute in the remake ^^. I started playing a little bit of Link's Awakening, and hadn't gotten to display this early enough lol.
What y'all think?
Marin and The Legend of Zelda: Link's Awakening (2019) ©Mikiharu Oiwa, Eiji Aonuma, Masaki Yusada, Nintendo and Grezzo
Artwork ©SuperShadowSilver
No copyright infringement is intended
Used: regular basic pencil, Crayola silly scented colored pencils, Cra-Z-Art colored pencils and 48 pack colored pencils
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tiny-design · 1 year
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In addition to maintaining the diagonally oriented visual perspective of the original The Legend of Zelda: Link’s Awakening, the remake also makes some smart choices regarding the design of the actual objects and characters found throughout the world. Instead of making them fit scale models or fully pixel-specific recreations, the game instead chooses to give everything a particularly plush, plastic, and generally toy-like textures and diorama proportions, ensuring that the sense of childhood adventure is maintained even in this highly altered form.
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Ingo shouldnt be standing guard outside the Windfish’s Egg.
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kyndaris · 5 months
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And Then You Wake...
Ever since watching Inception, the idea of living life in one's dreams has always held an allure for me. Especially given how vivid and complex and awe-inspiring some of my dreams have been. After all, I'm not one who usually has dreams that feel like the every day, where I'm plugging away at work or going to school only to find I've forgotten to wear pants. Rather, my dreams have always felt like elaborate films or action set pieces (the ones I remember, at least). Sometimes there will be zombies chasing after me and a group of survivors who look like my friends. Other times, a dragon might erupt from the floor of my preschool.
I ask you, dear readers, who wouldn't want to explore that kind of fantastical world over the mundane boring real world?
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In The Legend of Zelda: Link's Awakening, after being struck by lightning in the middle of a storm, Link washes up on the shores of Koholint Island. What he doesn't initially know, although he will later find out, is that Koholint exists only as the dream of the mythical Wind Fish. It's an illusory land filled with people and monsters and nightmares, along with references to the Mario games.
While some might argue Link's actions heinous as he strives to leave the island by waking the Wind Fish because to do so would destroy a living breathing world, I believe Link's actions are no worse than what we do in our fictional video games. For, no matter how real something can feel or seem, in the end, Marin and the villagers we meet are only figments of another's imagination. They aren't real. At least, not in the way most would understand.
I'm sure you've heard the argument before. Especially when one grows attached to a set of programmed pixels. In my head I know Garrus Vakkarian wouldn't look twice at me and that he's a fictional alien, but it doesn't stop me from fantasising over the best way to get him to fall for my Commander Shepard.
The same could be extended to characters in television shows and movies. The time we spent with them can feel as real as spending time with actual friends, but in the end, they're not actually a living breathing flesh human you could possibly bump into on the street. Yes, you might bump into the actor who plays them but an actor could be miles different from the character you've come to know and love.
On that note, just because something isn't real doesn't mean our connection with them isn't. As the Wind Fish says, though no-one else will ever encounter Koholint Island after it's gone, it lives on in Link's memory and the gamers who played the game.
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It's a bit like grief and losing someone close to you. In fact, it's the perfect allegory/ metaphor.
They might be gone in the physical sense but they will always be with you in spirit. As long as you cling to those precious memories of who they once were and dream of the possibility of who they could be.
Now if you feel like someone has been cutting onions close to you, wipe away those tears for I need to get started proper on my impression on Link's Awakening.
Eschewing the very popular Tears of the Kingdom, I chose to use the back portion of 2023 to catch up on a few of the games I missed earlier in the Switch's life cycle in order to free up some storage on my limited storage space. 128GB is simply not enough. Heck, even the 700GB my PlayStation 5 internal storage isn't enough for all the games I want to play when every new game trends towards 100 GB upon disc install.
But I also wanted to play Link's Awakening because it was a Zelda game I have yet to play. And because it was also nice and short and I could use it as a palate cleanser from the very lengthy Fire Emblem: Engage. Plus, you know, the claymation style also tickled my fancy.
From the moment Link awoke, I was on my way gathering up all the necessary things I'd need to wake the Wind Fish and to explore Koholint Island. Along the way, I encountered nightmares trying to prevent the Wind Fish from waking, along with the occasional meta fourth wall breaks from the denizens of the world.
Over the course of the time I spent with the game, I managed to collect all of the heart containers, upgrades for my weapons and fish up Cheep Cheeps and Ol' Baron.
Unlike the sprawling open worlds that have come to dominate the wider video game landscape, Link's Awakening was downright compact, even as I occasionally backtracked because I missed a Secret Shell or unlocked a new way to reach a heart container. The world felt alive in a way so many open-world games lack because of the forethought when it came to item placement and the construction of the world.
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From a gameplay perspective, Link's Awakening follows a tried and true formula of unlocking specific items that help you in the following boss battle, which in turn allows Link to explore the rest of the island as new routes open up.
Given how short the game is, it helps gate certain content while also leaving players salivating for what might come next. I know I was always keen to see where Link would be directed to go next and how the new tools in his arsenal would help him solve the problems placed before him.
Special mention, though, needs to be placed on the Roc Feather, which allowed Link to jump. Oh, and the grapple hook. Those were some of the most useful tools in Link's arsenal and in most situations, they were the two items I kept equipped unless I faced an enemy that needed a different approach.
While some puzzles and dungeons could be a little obtuse, especially the latter ones, I didn't find myself too aggrieved. After all, in the day of the internet, it's easier to find the path I need to go to unlock the next path forward before putting my phone down to enjoy the game as is.
Still, a hint system wouldn't hurt on the odd occasion when the going gets tough. Especially when it came to figuring out how the horse chess pieces worked.
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As for story, well, there's not much to say. There's no real threat beyond the nightmares preventing the Wind Fish, and by extension Link, from awakening. Indeed, their actions are only confined to the dungeons they're located in and are only exacerbated by Link's attempt to get off the island to, no doubt, rescue Princess Zelda in some part of Hyrule.
There's no underlying subplot waiting to be uncovered.
Link's objective is clear. Wake the Wind Fish. Get off Koholint Island.
And once he's completed it, the game ends.
There is much that could be said of the minimal plot but it serves its purpose to keep the players plodding along. While the reveal that Koholint Island is only a dream might offer up a dilemma to players', Link, for his part, keeps on pressing on.
But as with all stories, be they video games, books and dreams, there always comes an end. If anything, Link's Awakening only serves to make it clear that although something may end, they can remain with us for as long as wish. Certainly, the creation of fanfiction is one such way. And even now when I look back on a wonderful, they all serve as a means to keeping Koholint Island alive although my time with it has gone, vanishing into the swirling mists of the subconsciousness as I rise to the surface and wake.
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zeldasminion · 7 months
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satoshi-mochida · 2 years
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Some thoughts and tips on my last Gamefly rental, The Legend of Zelda: Link's Awakening remake.
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I played the original Gameboy version way back when, but never finished it. I think I got stuck at or after the Face Shrine, but finally finished it this time. And without dying at all, too. I remembered most of what you need to do, so I was able to breeze through most of the game pretty quickly, though taking time near the end to seek out any collectables I was missing.
A very good update to this version is some items/weapons are automatically mapped to buttons or are passive upgrades, and not requiring the player to have to switch items around as much, just one each for the X and Y Buttons. The ones that are rearranged this way:
Sword to B
Shield to both R buttons
Pegasus Boots to both L buttons
Power/Powerful Bracelet is passive
There’s quite a few other QoL additions made to this version that make the game more convenient, less annoying at parts, and overall easier.
There’s many Secret Shells hidden around the island which can be used to get rewards from the Seashell Mansion a little ways into the game, including an upgraded sword. There’s 50 of them, which is more than was in the original, but one reward is an item that tells you if one is nearby. Even with that, though, some are pretty cryptically hidden, and may need a guide to find, plus some are in places like the store, Trendy Game and the Fishing minigame(same for some Heart Pieces). One less obvious one you get by is playing Ballad of the Wind Fish where the Walrus blocks off at one point. Also, there was one Shell in the original that could be permanently missed if you didn’t get it with the Flying Rooster, but that was fixed in this version.
Like most Zelda games, there’s many Pieces of Heart hidden around to find. Unlike the Secret Shells, though, there’s no easier way to find them than to search high and low everywhere, especially as you get more items to progress.
Like in Breath of the Wild, you can now place Markers on your map for places to remember, which is good for if you find a place or item you can’t get to right away so you can try to remember to come back for it later.
The Trendy Game crane now has physics since the game has models instead of sprites, so have fun trying to get the Heart Pieces and Secret Shells that appear there. XP
Though the game fully loads areas now, it still has what feels like a bit of the old version’s ‘grid’ map on the overworld, like if you cut grass on a screen, move far enough away and come back, it’ll be regrown, as if you’re going back the ‘old screen’ from a different one. This might make more sense to ‘see’ than ‘read’. Early in the game at Mabe Village, you can use this to farm a decent amount of Rupees fairly easily.
A new feature to this version is being able make Chamber Dungeons at Dampe’s Shack. More options and challenges for this become available as you progress the game, and also as you find Chamber Stones(of which there are 14 to find). This was a pretty fun mode, though I didn’t do all of the challenges, just enough to get the Heart Pieces/Container and Secret Shell Dampe gives you.
Out of the game’s Dungeons, I’d pick Eagle’s Tower as my least favorite, since the colored Switch Blocks that you need to hit a switch to raise the one type of them and lower the other felt like a pain to work with on multiple floors.
The game’s opening and ending movies have a nice animation style that I think would fit good for a new Zelda cartoon/anime, if they ever decide to make one.
I forget if this was the first Zelda game I ever played(I think it was either this, Ocarina of Time, or A Link to the Past), but it was nice to revisit this one and finally finish it after so many years.
Next game being sent is: New Pokemon Snap.
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nintendometro · 4 months
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Icon Artwork 'The Legend Of Zelda: Link's Awakening' Game Boy
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wombocombo4x3 · 4 months
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minas-linkverse · 5 months
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She's a bird girl :)
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churomo · 6 months
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pink link with a permanent “😐” face
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roseartsandfics · 10 months
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Marin -- Necklace
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Here is another Link's Awakening artwork with Marin, holding a necklace at the middle of the beach ^^
Late display, I know. I'm just tired >_<. I had fun drawing this ^^
What y'all think?
Marin and The Legend of Zelda: Link's Awakening (2019) ©Mikiharu Oiwa, Eiji Aonuma, Masaki Yusada, Nintendo and Grezzo
Artwork ©SuperShadowSilver
No copyright infringement is intended
Used: regular basic pencil, Crayola colored pencils, silly scented colored pencils, and 48 pack colored pencils
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