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The Legend of Zelda: Link's Awakening

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Play now edition Germany

Game dossier

THE ESSENTIALS
System
Game Boy
Year
1993
Genre
RPG
Developer
Nintendo
Publisher
Nintendo
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Inside the game

The Legend of Zelda: Link's Awakening on Game Boy
The Legend of Zelda: Link's Awakening Game Boy

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THE PLAYER'S GUIDE

About The Legend of Zelda: Link's Awakening

The Legend of Zelda: Link's Awakening is a 1993 Game Boy RPG developed by Nintendo. It plays right here in your browser.

A beach, a village, and a trail of unanswered questions give this handheld adventure an inviting start. Link's Awakening suits players who enjoy exploring at their own pace, noticing odd details, and trying tools against obstacles. Its compact screen holds a journey that asks you to think about your equipment as carefully as your next sword swing.

The game

An island with a question at its center

A storm wrecks Link's ship on the way home to Hyrule. He wakes under the care of Marin on Koholint Island, where an enormous egg crowns the central mountain. An owl points him toward the sleeping Wind Fish. The quest leads through eight dungeons, each holding a musical instrument guarded by a Nightmare.

Tools change the journey

Exploration alternates between the island's outdoor paths, conversations with residents, and dangerous interiors. Equipment supplies new ways to act: Roc's Feather lets Link jump, the Power Bracelet lets him lift objects, and the Hook Shot can pull him toward suitable targets. These tools also serve different purposes in combat and exploration. Some possessions, including Flippers and Secret Medicine, work automatically when their conditions are met; others must be equipped before use.

This edition

Original Game Boy edition

This selection is the original Game Boy adventure, with the library entry identifying a German edition. Expect the original monochrome presentation. The Color Dungeon and camera features belong to Link's Awakening DX and are outside this version.

Start here

  1. Create your adventurer

    Press START through the opening and title screens, choose an empty save file, and register a name of up to five letters. Use the Control Pad to choose letters, A to enter them, and B to erase. Finish with START, then select your new file.

  2. Find your footing

    Speak with the people around you, then set out toward the beach to recover your sword. Read conversations through to the end: residents, signs, and stone slabs provide information for the journey.

  3. Learn the island map

    Check the map as you explore. It records visited places; move its cursor and press A to see a location's name. Message markers let you revisit important information, while mystery marks identify places that matter to your progress.

Original controls

These are the original game's controls. For keyboard, controller and touch settings in this player, see Controls & help.

Control Pad
Move in eight directions and move menu cursors. Hold toward a movable stone or statue to push it.
A and B
Use the item assigned to each button. A also talks, reads, and advances messages; B dismisses messages. Face a chest and press either button to open it.
START
Open the Sub-Screen. Highlight an available item and press A or B to assign it to that button.
SELECT
Open the Koholint Island map.

Playing tips

  • Raise your shield deliberately

    When arrows or stones approach, face the threat and press the shield's assigned button. Carrying the shield alone does not put it into its defensive position.

  • Charge when you have room

    With some distance from an enemy, hold the sword button to build power, then release for a stronger Whirling Blade attack. Give yourself space to prepare instead of charging while already under pressure.

  • Check your supplies before spending them

    Watch the remaining-use numbers beside limited items. Save arrows for situations where their reach helps, and remember that a quickly retrieved bomb can be thrown after placement.

  • Pair equipment for longer jumps

    Once you have both Pegasus Boots and Roc's Feather, equip them together when a normal jump looks too short. Running before jumping carries Link farther; look for a clear approach before trying it.

Sources & further reading
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