The Legend of Zelda: Link's Awakening

A deeply personal and surprisingly melancholic Zelda adventure that sees Link stranded on the mysterious Koholint Island. Link's Awakening transcends its Game Boy limitations with clever design, a memorable cast, and one of the most emotionally resonant endings in Nintendo history.

The Legend of Zelda: Link's Awakening screenshot

💡 The Legend of Zelda: Link's Awakening — Key Facts

  • The Legend of Zelda: Link's Awakening was developed by Nintendo EAD and published by Nintendo
  • Released in 1993 on GAME-BOY
  • Genre: Action, Adventure
  • We rate it 9.4/10 — an absolute classic
  • Part of the zelda franchise
  • A deeply personal and surprisingly melancholic Zelda adventure that sees Link stranded on the mysterious Koholint Island. Link's Awakening transcends its Game Boy limitations with clever design, a memorable cast, and one of the most emotionally resonant endings in Nintendo history.

Overview

Link’s Awakening was born from an unofficial experiment. In 1990, Nintendo programmer Kazuaki Morita began porting A Link to the Past to the Game Boy during his commute, working on the project without formal approval. When series creator Shigeru Miyamoto discovered the prototype, he greenlit it as an official game — and in doing so, created one of the most creatively daring Zelda entries in the franchise’s history.

Released on June 6, 1993 in Japan (matching the date of this game’s own release date, fittingly), Link’s Awakening sent Link not to Hyrule, but to the mysterious Koholint Island — a place that might not be real at all.

Gameplay

Link’s Awakening plays as a top-down action-adventure in the tradition of A Link to the Past, adapted cleverly for the Game Boy’s two-button layout. Link can hold two items at a time — mapped to the A and B buttons — with the shield, sword, and boots occupying automatic slots. The system initially feels limiting, but the game’s genius lies in the diverse item interactions it enables. Certain items can be combined for unexpected effects, and dungeon puzzles often demand lateral thinking about which tool combination is most useful.

Eight main dungeons (plus the DX-exclusive color dungeon) span the island, each with distinct visual themes, enemy types, and puzzle mechanics. The dungeon design is among the best in the series, particularly the Turtle Rock and Eagle’s Tower stages in the latter half. Between dungeons, Koholint’s overworld is dense with secrets, hidden caves, and an optional trading sequence spanning the entire island.

Story

Link, sailing home after the events of A Link to the Past, is shipwrecked in a storm and wakes on Koholint Island. The island’s residents — including the kind Marin, who rescues Link on the beach — live seemingly normal lives in the shadow of the mysterious Tal Tal Mountain Range. An owl guides Link toward a goal: wake the Wind Fish sleeping within a giant egg atop the mountains. Only then can Link leave the island.

But the island’s nature is more ambiguous than it first appears. As Link awakens the sleeping Wind Fish by defeating dungeon bosses and collecting musical instruments, he begins to suspect that Koholint itself may be nothing more than a dream.

Why It’s a Classic

Link’s Awakening achieves something rare in Nintendo games: genuine emotional weight. Its story, populated with quirky island characters who each have their own small arc, builds to a conclusion that forces the player to reckon with loss. The Ballad of the Wind Fish, heard throughout the game, transforms from a cheerful tune into something profoundly melancholic by the ending.

The game also demonstrates extraordinary design ingenuity — its team created an intimate, hand-crafted world with surprising depth using hardware far more limited than A Link to the Past’s Super Nintendo.

Legacy

Link’s Awakening established that Zelda could thrive on handheld hardware and set the template for the Oracle of Ages/Seasons games and the Four Swords series. Its 2019 remake for Nintendo Switch, developed by Grezzo, introduced the game to a new generation while preserving its dreamlike atmosphere. The remake’s commercial and critical success confirmed what fans always knew: Link’s Awakening is one of the finest games Nintendo ever made.

Our Review

9.4
Outstanding / 10
🎮
Gameplay
★★★★★
🎨
Graphics
★★★★★
🎵
Audio
★★★★★
🔄
Replay
★★★★★

Gameplay

The top-down action-adventure formula from A Link to the Past is faithfully translated to the small screen, with smart concessions made for the two-button layout. Dungeon design is inventive and multi-layered, the item combination system rewards experimentation, and the world is packed with secrets and cross-game references that reward attentive exploration.

Graphics

Remarkable for the hardware — the sprite work is detailed and expressive, with a colorful, storybook aesthetic that belies the Game Boy's monochrome display. The DX color remake enhances this further, but the original black-and-white version has its own austere charm.

Audio

David Wise and Kozue Ishikawa's soundtrack is exceptional, delivering memorable themes for each dungeon and overworld area despite the Game Boy's limited sound hardware. The Ballad of the Wind Fish is one of the most beautiful melodies in the Zelda series.

Replayability

A single playthrough offers 15–25 hours of content, and the game rewards revisits with its layered secrets, optional trading sequence, and the hunt for all 26 Secret Seashells. The DX version adds a bonus color dungeon, extending the experience further.

Historical Significance

Link's Awakening was the first handheld Zelda game and demonstrated that the series' ambitious design philosophy could thrive outside of home consoles. Its development team, working largely as a side project without formal approval, created what became one of the highest-rated entries in the franchise.

Pros

  • + Emotionally complex, dreamlike narrative that stands apart from other Zelda games
  • + Expertly crafted dungeons that use the limited button scheme creatively
  • + Fascinating item combination system allows new ability pairings
  • + Surprising cameos from Mario, Kirby, and other Nintendo universes
  • + The Ballad of the Wind Fish is among the best melodies in game music
  • + Lengthy and content-rich for a Game Boy title

Cons

  • - Two-button layout means constant menu juggling for items
  • - Some required items must be purchased from shops with no way to earn the money quickly
  • - The optional trading sequence is long and requires returning to previous areas repeatedly
  • - Screen transitions can be disorienting during fast-paced combat

Also Known As

Zelda no Densetsu: Yume wo Miru Shimaゼルダの伝説 夢をみる島The Legend of Zelda: Link's Awakening DX

In the Series

The Legend of Zelda: Link's Awakening FAQ

Is Link's Awakening a direct sequel to A Link to the Past?
Yes, Link's Awakening takes place after A Link to the Past. Following the events of that game, Link sets sail on a voyage but is caught in a storm and shipwrecked on Koholint Island. The game is considered part of the Adult Timeline in the official Zelda chronology established in Hyrule Historia.
What is the Link's Awakening DX version?
Released in 1998 for the Game Boy Color, Link's Awakening DX is an enhanced version of the original game featuring full color graphics, an exclusive color dungeon (the Eagle's Tower color variant), and a photo-sharing feature using the Game Boy Printer. It is the definitive original version of the game and was re-released on the 3DS Virtual Console.
What is the trading sequence in Link's Awakening?
The optional trading sequence involves collecting and exchanging 14 items with various islanders across Koholint. Starting with Yoshi's Doll in the Trendy Game shop, players trade up through a chain of items — including a ribbon, dog food, bananas, a stick, and more — eventually obtaining Magnifying Lens, which is necessary to read an important in-game book, and Boomerang, one of the most useful items in the game.
Are the Mario and Kirby references in Link's Awakening canon?
The cameos — including Goombas, Piranha Plants, Chain Chomps (who can be temporarily recruited), a BowWow creature resembling Chain Chomp, and a Boss based on a Kirby character — are generally considered dream elements within the narrative, meaning they exist as part of the Wind Fish's dream rather than as crossover canon. They are treated as Easter eggs rather than lore.
Was Link's Awakening an officially sanctioned Nintendo project?
Not initially. The game began as an unofficial side project by Kazuaki Morita, who started programming a Game Boy port of A Link to the Past in his spare time. When producer Shigeru Miyamoto discovered the project, he gave it official status and assigned a full team, including director Takashi Tezuka. The result was a game created with remarkable creative freedom, which likely accounts for its unusually personal tone.
How does the ending of Link's Awakening differ from other Zelda games?
Link's Awakening ends with a genuinely bittersweet resolution: Koholint Island and all its inhabitants exist only as part of the Wind Fish's dream. When Link plays the Ballad of the Wind Fish and wakes the Wind Fish, the island ceases to exist. The characters Link met — Marin, Tarin, all the villagers — disappear. It is one of the most emotionally complex conclusions in the Zelda series, exploring themes of existence, memory, and sacrifice.

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