My introduction to The Legend of Zelda was the debut entry all the way back in 1987. To this day, it remains one of my most beloved games and my gold standard rendition of the default “Link saves Princess Zelda from Ganon” scenario. Maybe that’s why my other favorite Zelda outings tend to be the offbeat ones that boldly shed one or more sacred cow elements and wind up better for it. Zelda II: The Adventure of Link led the way by leaving archvillain Ganon dead and Zelda unabducted. However, it wasn’t until the fourth installment, 1993’s The Legend of Zelda: Link’s Awakening for Game Boy, that Nintendo truly cut loose and got weird. In addition to being the first Zelda designed for a handheld system, Link’s Awakening was the first to completely omit Ganon, the kingdom of Hyrule, and even the title character herself!
Instead, Link finds himself shipwrecked on isolated Koholint Island, having been fished out of the sea by Marin, a friendly local girl. This lush and inviting new setting is also, ironically, a prison. But no sooner is our waterlogged hero back on his feet than a talking owl (no relation to the one seen in Ocarina of Time, oddly) swoops onto the scene and informs him that his only hope of returning to Hyrule is to wake the Wind Fish, a mysterious, semi-divine being said to slumber inside the giant egg resting on Koholint’s highest peak. Since this is a Zelda game, waking the Wind Fish requires recovering eight enchanted musical instruments sealed away inside eight perilous dungeons.
My initial impression upon revisiting Link’s Awakening after a roughly two decade hiatus is just how full-featured it is. When it came to Game Boy adaptations of established gaming properties, audience expectations tended to be, if not low, at least modest. We weren’t all that surprised when the portable Super Mario Land, for example, turned out to have nowhere near the scope of its NES inspirations. It was a mere trifle, after all. A quality one in its own right, sure, but a trifle.
In contrast, Link’s Awakening was arguably the most fully-realized Legend of Zelda experience yet, rivalling its Super Nintendo contemporary Link to the Past in the breadth and depth of its content. At 256 screens, the overworld is twice the size of Zelda 1’s. On top of that, it retains the quirky style of Link to the Past’s, being populated by a wide array of strange and memorable characters. There’s an entire village populated by talking animals, not to mention surprise cameos by a bevy of Nintendo stars. I wouldn’t want to spoil them all, so I’ll just highlight one: Prince Richard from the tragically obscure Kaeru no Tame ni Kane wa Naru (aka The Frog For Whom the Bell Tolls), one of the best Game Boy originals to never leave Japan and a sister game of sorts to this one.
All that said, I think the dungeons may be awesomer still. Their intricate layouts and satisfying puzzles routinely go above and beyond what came before. Eagle’s Tower, for instance, tasks you with plotting the correct route to lug a massive wrecking ball between pits and barriers in order to use it to knock over a set of pillars and bring the otherwise inaccessible top floor crashing down. It’s more advanced in both concept and execution than anything we’d previously seen in the console Zelda releases.
Factor in the expressive pixel art and a rousing score and you really do have a total Zelda package crammed into one miniscule cartridge. Not only are there no compromises evident apart from the monochrome visuals, we can actually witness the gameplay and narrative sophistication of the series as a whole advancing along multiple fronts. Without spoiling too much, Link’s Awakening marks the franchise’s first real flirtation with moral complexity, melancholy, and angst when it becomes apparent that Link’s quest to wake the Wind Fish and escape Koholint may have unforeseen consequences. While it doesn’t push the unease nearly so hard as the downright eerie Majora’s Mask would seven years later, it paved the way to Termina nonetheless.
Impressive and important as it is, I would be remiss if I didn’t detail the handful of significant flaws that mar this initial Game Boy version of Link’s Awakening in particular. Least in the grand scheme of things is the game’s baffling tendency to interrupt the flow with explanatory text boxes each and every time you interact with something. Pick up a small key and you’ll have to sit through a detailed explanation of what it’s for. Every. Single. Time. Turns out keys open locks. Go figure! God forbid you so much as brush up against a boulder without your magic bracelet equipped. They’re heavy, you see, and can’t be budged without a certain special item. It’s a fine idea the first time. Maybe a welcome reminder the second. After that, it smacks of sadism.
Equally obnoxious is the constant pausing to change items. The designers were kind enough to let you freely map items to the Game Boy’s two action buttons however you wish. Unfortunately, they then included so many barriers that need specific items to bypass that you’re still going to be switching your gear up on what feels like every other screen. Hell, there are cases where you’ll need to swap out items more than once just to successfully traverses a single screen! I’m aware, of course, that gating some portions of a game world behind equipment is standard in the action-adventure genre. The practice itself isn’t the problem so much as the sheer redundancy of its implementation, further exacerbated by the two button limit.
Finally, and most worrisome of all, are the handful of potentially game-breaking glitches. I very nearly had my playthrough terminated for good in the home stretch when I made the “mistake” of visiting a shop and purchasing a second shovel to replace the one I’d recently traded to an NPC for a boomerang. I didn’t realize right away that I was now effectively carrying one item too many as far as the game was concerned. I eventually discovered the problem when I picked up the fire rod in the eighth dungeon, a tool required to reach the end of said dungeon, only to find that it hadn’t been added to my inventory because its intended slot was now occupied by the replacement shovel. If I had saved my progress after this point, I’d have been permanently softlocked. Fortunately, my lackadaisical approach to saving became my salvation, although I did lose around 90 minutes of progress and was forced to to repeat level seven. The scariest thing is that this isn’t some bizarre set of circumstances one wouldn’t usually encounter in the course of normal play. All I did was pop into the shop, see they were still selling shovels, and figure I may as well buy one. Yikes.
An expanded 1998 Game Boy Color revision (dubbed Link’s Awakening DX) would patch some of these nastier bugs and the 2019 Nintendo Switch remake features a dedicated sword button to cut down on the tedium of item swapping. Between such so-called quality of life changes and the obvious presentation upgrades made possible by newer hardware, it would be easy to write this vanilla Game Boy iteration off as obsolete. I can’t dispute that in any objective sense, though I can perhaps point out that in no later format is the strength of Link’s Awakening relative to practically all other handheld offerings of its time more apparent than it is here. Regardless of the version you pick up, you’re guaranteed an unforgettable adventure that ranks among the finest this most legendary of sagas has produced to date.