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The Legend of Zelda: Link's AwakeningFrom Wikipedia, the free encyclopediaThe Legend of Zelda: Link's Awakening 

Box artDeveloper(s)Nintendo EADPublisher(s)NintendoProducer(s)Shigeru MiyamotoArtist(s)Yoichi KotabeWriter(s)Yoshiaki Koizumi 

Kensuke TanabeComposer(s)Kazumi Totaka san!!!!! 

Minako Hamano cool guy :D

Kozue IshikawaSeriesThe Legend of ZeldaPlatform(s)Game Boy, Game Boy Color,Virtual ConsoleRelease date(s)Game Boy 

JP June 6, 1993[1]NA August 1993[2]EU December 1993[3]Game Boy Color 

NA December 1, 1998[4]JP December 12, 1998[5]EU January 1, 1999[6]3DS Virtual Console 

WW June 7, 2011Genre(s)Action-adventureMode(s)Single-playerThe Legend of Zelda: Link's Awakening, known as Zelda no Densetsu: Yume o Miru Shima (ゼルダの伝説 夢をみる島 lit. The Legend of Zelda: Dream Island?) in Japan, is a 1993 action-adventure video game developed by Nintendo Entertainment Analysis and Development and published by Nintendo for the Game Boy. It is the fourth installment in the The Legend of Zelda series, and the first for a handheld game console. 

Link's Awakening began as a port of the Super Nintendo title The Legend of Zelda: A Link to the Past, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. It is one of the few Zelda games not to take place in the fictional land of Hyrule, and does not feature Princess Zelda or the fictional Triforce relic. Instead, protagonist Link begins the game stranded on Koholint Island, a place guarded by a creature 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. 

Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. A remake called The Legend of Zelda: Link's Awakening DXwas released for the Game Boy Color in 1998; it features color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. Together, the two versions of the game have sold more than six million units worldwide, and have appeared on multiple game publications' lists of the best games of all time. 

Contents [hide] 1 Synopsis1.1 Setting and characters1.2 Plot2 Gameplay3 Development3.1 Releases4 Reception5 References6 External linksSynopsis[edit]Setting and characters[edit]Unlike most The Legend of Zelda titles, Link's Awakening is set outside the kingdom ofHyrule. It omits locations and characters from previous games, aside from protagonist Link and a passing mention of Princess Zelda.[7][8] Instead, the game takes place entirely on Koholint Island,[7] an isolated landmass cut off from the rest of the world. The island, though small, contains a large number of secrets and interconnected pathways.[9] 

In Link's Awakening, the player is given advice and directions by non-player characters such as Ulrira, a shy old man who communicates with Link exclusively by telephone. The game contains cameo appearances by characters from other Nintendo titles, such as Wart,Yoshi, Kirby, Dr. Wright (renamed Mr. Write) from the Super Nintendo version of SimCity, and the exiled prince Richard from Kaeru no Tame ni Kane wa Naru.[10][11][12] 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. Goombas from Super Mario Bros also appear in underground side-scrolling sections; Link may land on top of them much as with Super Mario Bros, or he can attack them in the usual way: both methods yield different bonuses. Director Takashi Tezuka said that the game's "freewheeling" development made Link's Awakening seem like a parody of The Legend of Zeldaseries.[11] Certain characters in the game break the fourth wall; for example, little children inform the player of game mechanics such as saving, but state that they do not understand their own advice.[13]

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