The Legend of Zelda: Link's Awakening

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.

It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe.

Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics.

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.

[12][13][14] 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.

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] 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.

Throughout Koholint Island, nightmare creatures attempt to obstruct Link's quest for the instruments, as they wish to rule the Wind Fish's dreamworld.

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".

[26] 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.

[13][27] 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.

[13][26] 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.

[27][29][30] 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.

[31] 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.

[13] 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.

[38] 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.

[13] To support the North American release of Link's Awakening, Nintendo sponsored a crosscountry train competition called the Zelda Whistle Stop Tour.

[39] The event, which lasted three days, allowed select players to test Link's Awakening in a timed race to complete the game.

[43] 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.

[62] 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.

[63] The game remained on bestseller lists for more than 90 months after release,[64] was re-released as part of the Player's Choice series,[65] and went on to sell 3.83 million units by 2004.

[66] 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.

[69] 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.

[76] 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.

[77] 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.

[78] The Daily Telegraph's Samantha Amjadali wrote that the addition of color made the game easier by reducing deaths caused by indistinct graphics.

[55] 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.

In a castle, a boy in a green suit unsheathes his sword against a knight in armor.
The protagonist, Link, battles an enemy. The bottom of the screen displays equipped items, rupees , and the character's hearts or health . [ 4 ] The right half of the image depicts the graphics of the original game, while the left shows the color graphics of the DX edition.
A long-haired man wearing a coat and a striped shirt.
Designer Yoshiaki Koizumi was in charge of the game's story and conceived major plot points, such as the dream world island setting.
The Game Boy Printer accessory was compatible with the DX release of Link's Awakening .