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* ManEatingPlant: In some dungeon basements, ''VideoGame/SuperMarioBros'' Piranha Plants appear as enemies, even popping out of pipes like they do in their games of origin. Link can defeat them easily with his sword.

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* ManEatingPlant: In some dungeon basements, ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' Piranha Plants appear as enemies, even popping out of pipes like they do in their games of origin. Link can defeat them easily with his sword.

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Alluring Anglerfish is being dewicked.


* AlluringAnglerfish: A big anglerfish with an alluring lamp serves as the boss of Angler's Tunnel. Due to it being an aquatic creature, it's also the only boss in the game that is fought underwater.


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* LuringInPrey: A big anglerfish with an alluring lamp serves as the boss of Angler's Tunnel. Due to it being an aquatic creature, it's also the only boss in the game that is fought underwater.
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Typo fix


* BubblegloopSwamp: Goponga Swamp is a marshy area full of piranhas and large swamp flowers. Bottle Grotto is found here, but Link needs to take [=BowWow=] with him to destroy those flowers that block the entrance for his first visit (later items he finds can destroy the flowers without assistance). The Switch remakes replaces a single flower with a rock, so that the player can get back in [[BrokenBridge after giving back [=BowWow=]]] but [[AntiFrustrationFeatures before getting the other items]].

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* BubblegloopSwamp: Goponga Swamp is a marshy area full of piranhas and large swamp flowers. Bottle Grotto is found here, but Link needs to take [=BowWow=] with him to destroy those flowers that block the entrance for his first visit (later items he finds can destroy the flowers without assistance). The Switch remakes remake replaces a single flower with a rock, so that the player can get back in [[BrokenBridge after giving back [=BowWow=]]] but [[AntiFrustrationFeatures before getting the other items]].
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This game takes place in the "Hero Defeated" timeline, after ''A Link to the Past'' and before ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds''. It is also linked to the ''Oracle'' games, which use the same engine and many of the same assets, but their exact connection to this game is inconsistent DependingOnTheWriter.[[note]]According to ''Hyrule Historia,'' this game takes place immediately following the ''Oracle'' games, but was later stated to take place before them. Considering that the ''Oracle'' games end with Link departing on a seacraft similar to the one he's seen on at the beginning of this game, the former interpretation was probably the original intention, while the latter may have been intended to stave off speculation that Link died at sea after this game.[[/note]]

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This game takes place in the "Hero Defeated" timeline, after ''A Link to the Past'' and before ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds''. It is also linked to the ''Oracle'' games, which use the same engine and many of the same assets, but their exact connection to this game is inconsistent DependingOnTheWriter.[[note]]According to ''Hyrule Historia,'' this game takes place immediately following the ''Oracle'' games, but was later stated to take place before them. Considering that the ''Oracle'' games end with Link departing on a seacraft similar to the one he's seen on at the beginning of this game, the former interpretation was probably the original intention, while the latter may have been intended to stave off speculation that Link died at sea after this game.game, or to patch an inconsistency involving Zelda in the ''Oracle'' games apparently not recognizing Link.[[/note]]

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More crosswicking. Finished at last. Phew!


* AbnormalAmmo: The game lets you use exploding arrows by equipping bombs and arrows and pressing A+B at the same time. In later games, this is present as an actual mechanic with [[TrickArrow bomb arrows]].



* BigBad: Nightmare/[=DethI=] plagues the Wind Fish and [[spoiler:keeps him from waking up]].



* CityInABottle: Koholint Island'. The citizens (except for Marin) believe there is nothing beyond the sea and don't understand the concept of "when" they came to the island. This is because [[spoiler:the island is AllJustADream]].

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* ChestMonster: There are treasure chests that look normal but release Zols -- weak slime enemies -- when opened. Thankfully, these are somewhat rare.
* CirclingBirdies: Lights orbit Link's head whenever he's knocked down by Blaino, a MiniBoss in Turtle Rock who soon uses the opportunity to uppercut Link back to the dungeon entrance.
* CityInABottle: Koholint Island'.Island. The citizens (except for Marin) believe there is nothing beyond the sea and don't understand the concept of "when" they came to the island. This is because [[spoiler:the island is AllJustADream]].



* ClosedCircle: Link becomes trapped in the Wind Fish's dreams when he arrives on Koholint Island, and must wake the Wind Fish to be able to leave.



* ContrastingSequelAntagonist: ''A Link to the Past'' features the return of Ganon, having used the alter ego of Agahnim as he sought to regain power. ''Link's Awakening'' features the Nightmares, who differ from all other villains in that they want to [[spoiler:''save'' the world, as while they are a threat that keeps the Windfish asleep, defeating them and waking up the Windfish will cause Koholint Island and its inhabitants to disappear]].



* DarkReprise: The Ancient Ruins' music is an eerie rearrangement of the Ballad of the Wind Fish. Fitting for the location where [[spoiler:you learn the truth of the island]]. The Ballad is also quoted in a minor-key variation in the song that plays inside the Wind Fish's egg.

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* DarkReprise: DarkReprise:
**
The Ancient Ruins' music is an eerie rearrangement of the Ballad of the Wind Fish. Fitting for the location where [[spoiler:you learn the truth of the island]]. The Ballad is also quoted in a minor-key variation in the song that plays inside the Wind Fish's egg.egg.
** In the remake, the remix of the Tal Tal Heights theme is initially an airy-sounding theme played with castanet backing. After saving Marin from the mountain bridge, it takes on a more dramatic tone, with an orchestral snare and timpani.
** An uneasy version of the owl's theme plays when he talks to you after opening the Wind Fish's Egg in the remake.



* ImprobableWeaponUser: In the fight with Shadow Aghanim in the FinalBoss battle, you can reflect his magic using the ''shovel''.



* LongSongShortScene: The Tal Tal Mountain Range is primarily explored via its extensive network of cave systems. The area also has an equally extensive background theme that plays while in the overworld, but the average player is guaranteed to only hear a small part of it in the time it takes to move from one cave to the next.



* ManEatingPlant: In some dungeon basements, ''VideoGame/SuperMarioBros'' Piranha Plants appear as enemies, even popping out of pipes like they do in their games of origin. Link can defeat them easily with his sword.



* MonsterClown: The second boss is a bottle genie that looks and behaves in a manner similar to a clown.



* MultipleEndings: will add a segment near the end that implies that Marin's wish to [[spoiler:become a seagull and fly away from Koholint Island (and, in turn, escape the DreamApocalypse)]] was fulfilled if you beat the game without losing a single life.



* MutuallyExclusivePowerups: In the Game Boy Colour remake, there is a BonusDungeon where Link can choose between either a red tunic that lets him deal more damage, or a blue one that lets him receive less damage.

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* MutuallyExclusivePowerups: In the Game Boy Colour remake, Color and Nintendo Switch remakes, there is a BonusDungeon where Link can choose between either a red tunic that lets him deal more damage, or a blue one that lets him receive less damage.



* NiceJobBreakingItHero: Link goes through the game defeating the Nightmares, which are creating all the monsters that are rampaging around Koholint Island, and in doing so he collects the Instruments he'll need to wake the Wind Fish so that he can escape the island. Unfortunately, [[spoiler:Koholint was just a dream the slumbering Wind Fish was having. So as soon as Link wakes him, the island and its people vaporize.]] This is actually shown in a poignant ending scene, while the Ballad of the Wind Fish plays. In fact, the last thing we see is [[spoiler:Marin singing along to the Ballad while she and the world around her fade into oblivion]]. If you finish the game without dying once, [[spoiler:one of the shots of seagulls flying during the end credits is replaced by a shot of Marin's Sprite flying around on wings, hinting that she got her wish of becoming a seagull and was able to leave the island]].



* OddballInTheSeries: The game eschews the classic plot devices used in the first three games (Zelda and her role as the princess of Hyrule, Ganon and his evil actions, and the Triforce) and is the first in the series to take place in a setting other than Hyrule (Koholint Island). It also holds numerous explicit references to other Creator/{{Nintendo}} franchises, with appearances being made by characters and enemies from titles such as ''Franchise/SuperMarioBros'', ''Franchise/{{Kirby}}'', and ''VideoGame/SimCity''. Finally, most of the bosses are pretty chatty, engaging Link in short pre- and post-battle conversations.



* OneHitKill: In the original and ''DX'' versions, the Boomerang instantly defeats the last form of the final boss. It's weaker in the Switch version, and while it still does decent damage, the Bow is quicker at taking it out.

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* OneHitKill: OneHitKill:
**
In the original and ''DX'' versions, the Boomerang instantly defeats the last form of the final boss. It's weaker in the Switch version, and while it still does decent damage, the Bow is quicker at taking it out.out.
** In an extreme case of ShopliftAndDie, stealing from the shop and returning with the stolen item will show the owner instantly zapping Link to death.
* OneWingedAngel: The final boss, the Shadow Nightmares, shifts through six forms in rapid succession. The first few are based on Link's memories of bosses from this game and ''A Link to the Past'', including Agahnim and Ganon. Its final form, [=DethI=], is a particularly monstrous beast with a single eye and giant claws. It can only be damaged when [[GoForTheEye its eye is open]].



* SchizoTech: Telephones, photography, an electric organ, and a crane game exist in a MedievalStasis world. [[spoiler:Sure it's a dream, but that just means that Link or the Wind Fish has to have encountered the ideas somewhere.]]

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* SchizoTech: Telephones, photography, an electric organ, and a crane game exist in a MedievalStasis world. [[spoiler:Sure it's a dream, but that just means that either Link or the Wind Fish has to have encountered the ideas somewhere.]]


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* ShockAndAwe: If you're so foolish as to return to the shop in Mabe Village after stealing from the place, the shopkeeper will [[ShopliftAndDie sic his lightning powers on you]] until you are dead, after which your save title will be renamed to "THIEF".


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* ThemeMusicPowerUp: In the beginning, you're harmless and must make your way to the beach by pushing enemies around with your shield. Find your sword, though, and after a brief cue the music switches to the ''Legend of Zelda'' main theme.

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Massive example crosswicking, Day 2. Also fixed a typo and removed YMMV and Trivia links


* TwoAndAHalfD: The 2019 remake of the game maintains the original top-down perspective while updating to a cute chibi 3D animation style.



* CallingParrentsByTheirName: Marin refers to her father, Tarin, by name.

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* CallingParrentsByTheirName: CallingParentsByTheirName: Marin refers to her father, Tarin, by name.



** Kazumi Totaka worked on the soundtrack, and this time there are three versions of Totaka's Song programmed into the game, though one [[DummiedOut never plays in-game]] and the other required entering "Totakeke" (Totaka's nickname) as the player's name in the Japanese version using kana, after which it would play in the same manner as the other file selection screen EasterEgg; due to the writing system change, this was DummiedOut in most international original and ''DX'' versions [[RegionalBonus except for the German DX translation]], whose script writer, Claude Moyse, added it back in by making it play when his last name is entered in all caps as the player's name in that version. The third instance can be heard by waiting for two and a half minutes in Prince Richard's villa.

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** Kazumi Totaka worked on the soundtrack, and this time there are three versions of Totaka's Song programmed into the game, though one [[DummiedOut never plays in-game]] in-game and the other required entering "Totakeke" (Totaka's nickname) as the player's name in the Japanese version using kana, after which it would play in the same manner as the other file selection screen EasterEgg; due to the writing system change, this was DummiedOut ditched in most international original and ''DX'' versions [[RegionalBonus except for the German DX translation]], whose script writer, Claude Moyse, added it back in by making it play when his last name is entered in all caps as the player's name in that version. The third instance can be heard by waiting for two and a half minutes in Prince Richard's villa.



* TheKeyIsBehindTheLock:
** An UnintentionallyUnwinnable example in Angler Tunnel: the door one particular InterchangeableAntimatterKey is meant to be used on has another behind it, but by making a tricky jump it can be used on a different door that doesn't have a replacement behind it.
** Played with in the Key Cavern, also averting PermanentlyMissableContent. A hub room in one part of the dungeon has four locked doors. Three of them are dead ends that also contain a key (which can be used on one of the remaining locked doors), while the fourth allows the player to proceed (but does not give the player a key, so the other doors accessible from the hub remain locked). Near the end of the dungeon, an extra key can be obtained to access any locked rooms the player hadn't entered.



* TheProblemWithPenIsland: The final form of the FinalBoss is named [=DethI=] (with an uppercase "I" at the end and pronounced "Death Eye"), but since an uppercase "I" looks identical to a lowercase "L" in many fonts, its name is often mistaken for "DETHL." Even the encyclopedia on the official Zelda website made this mistake.



* RascallyRaccoon: A raccoon in the Mysterious Woods will prevent you from progressing by changing the area the top of the screen leads to, and must be sprinkled with magic powder in order to proceed. [[spoiler:Using the powder changes the raccoon back into its true form, Tarin, who was [[ForcedTransformation transformed]] after eating a mushroom]].
* RecurringBoss:
** A Stalfos MiniBoss in the Catfish's Maw dungeon is the first variety. After you've defeated him once, he seems to become terrified of you and flees. At one point he steals the dungeon treasure from its chest and leaves a note in its place. You have to search out three more rooms like the one he was originally fought in and take him on three more times; the first two end the same way, with him fleeing in terror, before the final fight has him finally decide to fight to the end. Once you beat him the fourth time he drops the dungeon treasure.
** Several other minibosses, including Hinox, Rover, the Dodongo Snakes and Hydrosoar, are encountered as multiple separate instances in several dungeons in the game.



* RevivingEnemy: Master Stalfos has to be defeated in each battle with a bomb right after Link makes its body crumble, as said body will rebuild itself after a few seconds otherwise.
* RoaringRapids: The Rapids Ride, located in the eastern area of Koholint Island, has you collect items as you ride across the river with a raft while dealing with high-current rapids and waterfalls.



* SandIsWater: A sand whirlpool also features on a single screen of the [[ShiftingSandLand Yarna Desert]].

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* SameContentDifferentRating: The Grezzo remake is rated E or its equivalent everywhere, like the original... except in Japan, where it was slapped with a B rating and a descriptor for "Crime." Presumably, stealing from an item shop fits this regardless of [[ShopliftAndDie the consequences]].
* SandIsWater: A sand whirlpool also features appears on a single screen of the [[ShiftingSandLand Yarna Desert]].Desert]]. A Lanmolas appears here as a MiniBoss, and defeating it is necessary to get a key that opens the entrance to a dungeon.



* SeaHurtchin: Sea urchins to block paths in Toronbo Shores. While they deal damage to Link on mere contact, they can easily be defeated with a sword.
* SecretExpandedEpilogue: There's a bonus scene at the end of the credits if you manage to win without getting a GameOver.

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* SeaHurtchin: Sea urchins to block paths in Toronbo Shores. While they deal damage to Link on mere contact, they can easily be defeated with a sword.
* SecretExpandedEpilogue: There's a bonus scene at If you beat the end of the credits if you manage to win game without getting losing a GameOver.single life, the final cutscene will include seagulls, implying that [[spoiler:Marin's wish to become a seagull and fly away from Koholint Island (and, by extension, escape the DreamApocalypse) was fulfilled]].



* SequelGoesForeign: Whereas all previous games (including this one's direct predecessor, ''A Link to the Past'') take place in Hyrule, ''Link's Awakening'' takes place on the island of Koholint, being the first time in the series where a different setting is used.



* SequentialBoss: The Shadow Nightmares, the FinalBoss, has six sequential forms (although the last two forms can be [[OneHitKill one-shotted with the right weapons]]).



* ShiftingSandLand: Yarna Desert, a small dry region close to Animal Village that is initially blocked off by a sleeping walrus. Once Link moves it away with the help of Marin, he can travel through it to slay a Lanmola for the Angler Key.

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* ShiftingSandLand: Yarna Desert, a small dry region close to Animal Village that is initially blocked off by a sleeping walrus. Once Link moves it away with the help of Marin, he can travel through it to slay a Lanmola for the Angler Key. It is roamed by Pokeys (cactus-like enemies from ''Franchise/SuperMarioBros'') and divided into a network of paths by rows of cacti that will hurt Link if he runs into them.
* ShockwaveStomp: The Armos Knight will periodically jump into the air and land with great force, stunning Link on impact unless he uses the Roc's Feather to jump into the air right as it lands.



* SituationalSociability: Ulrira, the old man who acts as your HintSystem, will give you plenty of advice over the phone. When you see him in person, he barely speaks at all. When he ''does'' speak it's a request for you to call him via phone instead.



* SmoochOfVictory: Link gets a kiss from Madam [=MeowMeow=] after rescuing her Chain Chomp dog. The kiss will refill Link's hearts.



* StockBeehive: As part of the game's ChainOfDeals, Link has to get Tarin to knock a honeycomb out of a tree in order to trade to a chef bear. The honeycomb in question looks mostly like a wasp's nest, consisting of seven downward-pointing cells arranged in a hexagonal pattern and hanging from a thin stem.



* TennisBoss: There's a shadow version of Agahnim during the final showdown, complete with tennis-based battle strategy. This time, the Shovel also works. The shadow also has two attacks, one of which cannot be sent back or blocked, and must be dodged. Finally, the shadow ''doesn't'' hit the attack back at you, so the "tennis" aspect is downplayed.



* TitleIn: This became the first game in the series to identify a location's name as soon as Link entered it, though here it's limited to the dungeons (where their level order is also displayed).



* UnderwaterBossBattle: Angler Fish, the boss of the fourth dungeon, is an underwater sidescrolling boss.



* {{Unishment}}: There's an imp who, upon being disturbed, "punishes" you by... increasing the number of bombs, arrows, and magic powder you can carry. The imp justifies his "punishment" by telling you "now look at [[HyperspaceArsenal all that junk you have to carry!"]]. However, at the end, the character {{lampshade|Hanging}}s the trope by saying "Take care, see you again," in a totally cordial tone. This is very reminiscent of an equally-backfired punishment attempt done by another imp in the game's predecessor (''A Link to the Past'', where said imp would make Link's magic meter twice as durable), and it makes sense because [[spoiler:the entire game is a dream of all the things Link has faced before]].
* UnnaturallyLoopingLocation: The Wind Fish's Egg has a maze before Link faces the final boss. Assuming the correct pattern was learned at the library, or else Link will be trapped in repeating the same rooms.



* WakeUpCallBoss: The early morning receptionist is the Genie. He throws fires that also deal a full heart of damage which are hard to dodge, and the fact that you won't be used to his attacks at first (or at all) means that you'll get your power knocked out of you before long. On top of all this, he has a second phase.



* WhackAMonster: Slime Eel, the fifth dungeon boss. When it pops out of one of the four holes in the walls, Link has to drag the monster out with the Hookshot to expose its weakness.



* WhatTheHellHero: When Marin is following you around, she'll call you a bad boy if you break jars.



** Also, people really seem to not like it if you say no to a yes or no choice.

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** Also, people People really seem to not like it if you say no to a yes or no choice.choice.
* WhereDoYouThinkYouAre: In the beginning scene of the game, Link wakes up and mistakes Marin for Princess Zelda, thinking he is in the kingdom of Hyrule. She corrects him and explains that he is now on Koholint Island, which is soon after reaffirmed by a mysterious owl.


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* WorldLimitedToThePlot: Koholint Island exists only as a dream of the Wind Fish, and the island's inhabitants start to get very uncomfortable when they speak of anything existing outside of the island. The lone exception is Marin, who wants to become a seagull to explore the outside world. [[spoiler:When the Wind Fish is awakened at the end of the game, the island ceases to exist]].


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* YouShouldntKnowThisAlready: The final dungeon consists of TheMaze of identical rooms. The canonical way to get through it is to complete a long ChainOfDeals culminating in a magnifying glass that allows you to read a book that contains the solution to the maze. The solution is randomly chosen, so you can't just remember (or more likely, write down) the solution from a previous playthrough. However, there are a finite number of possible solutions that the game randomly picks from. There's nothing stopping you from looking them up online and trying them all one by one, lucking into the correct sequence, or just brute-forcing your way through by trying all possible combinations (although the latter would be far more time-consuming than just finishing the ChainOfDeals, which has to be completed about halfway earlier in the game).

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Massive example crosswicking. Also removed some word cruft


* AdventuresInComaland: The ending reveals that [[spoiler:the entirety of the game is a collective dream of both Link and the Wind Fish. He manages to wake up, however]].
* AfterBossRecovery: In this and other handheld games in the series, beating a ''mini''-boss ''always'' causes a fairy to appear, in addition to the Heart Containers from the big bosses.
* AIBreaker: The boss of the seventh dungeon is normally very difficult, but if you enter the fight with the L-2 sword and either a Piece of Power or the Red Tunic (in ''DX''), you can kill it while it's in its (fairly easy) first phase, because it doesn't enter the (''much'' more difficult) second phase until it's been hit three times -- and with the powered-up L-2 sword, three times is all you need. The Fire Rod from the eighth dungeon (which can be reached early via a specific invincibility trick, or by grabbing the Mirror Shield from dungeon 7, then exiting) will also end the battle in the first phase.
* AirborneMook: The game features winged Octoroks that dodge Link's attacks by fluttering out of the way.



* AlluringAnglerfish: A big anglerfish with an alluring lamp serves as the boss of Angler's Tunnel. Due to it being an aquatic creature, it's also the only boss in the game that is fought underwater.
* AndYourRewardIsClothes: In the Game Boy Color re-make of the game, your reward for beating the optional Color Dungeon is a choice of either Red Clothes (boosts attack) or Blue Clothes (boosts defense). You can return to the dungeon anytime to swap colors (but you can never get the original Green Clothes back... without exploiting glitch, at least).



* AwesomeButImpractical: The Magic Rod. Easily one of the best weapons in the game, faster than the boomerang (another Awesome weapon) and just as powerful, essentially one-shotting almost anything besides bosses. Unfortunately by that point in the game, there's barely anyone worth using it on, aside from the Hot Head and literally ''one'' phase of the FinalBoss (and you don't even need it for ''that''!). Even using the game's various glitches to get it early only makes it slightly more practical, since it kills about half the regular enemies in the game in one shot... and does absolutely nothing to the other half (not even just bosses, mini or otherwise, either). It does kill some otherwise InvincibleMinorMook enemies, but this is probably too little, too late for most. It's nerfed in the Switch remake on top of that.

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* AstralCheckerboardDecor: The Southern Face Shrine has this design. It appears earlier in the game as well, but this is the point where it's most appropriate. [[spoiler:It's where Link discovers that the island is part of a dream-made-real, created by the Wind Fish.]]
* AutoRevive: Link's LifeMeter replenishes instantly upon depletion if he bought Crazy Tracy's Magic Medicine, of which you can only hold one at a time since bottles don't exist in this game.
* AwardBaitSong: The "Ballad of the Windfish" [[https://www.youtube.com/watch?v=W4Ofmt3ZazA sounds magnificent]], especially once you've collected [[PlotCoupon all of the Siren's instruments]].
* AwesomeButImpractical: The Magic Rod. Easily one of the best weapons in the game, faster than the boomerang (another Awesome weapon) and just as powerful, essentially one-shotting almost anything besides bosses. Unfortunately by that point in the game, there's barely anyone worth using it on, aside from the Hot Head and literally ''one'' phase of the FinalBoss (and you don't even need it for ''that''!). Even using the game's various glitches to get it early only makes it slightly more practical, since it kills about half the regular enemies in the game in one shot... and does absolutely nothing to the other half (not even just bosses, mini or otherwise, either). It does kill some otherwise InvincibleMinorMook enemies, but this is probably too little, too late for most. It's nerfed in the Switch remake on top of that. that.
* BackgroundMusicOverride: Getting a Piece of Power or Guardian Acorn replaces all area music with a short power-up theme.



* BonusDungeon: The ''DX'' version has a color-themed dungeon. Completing it allows you to choose a colored tunic to increase either your offensive (red) or defensive (blue) power. The Switch remake also features the dungeon.

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* BonusDungeon: The ''DX'' version has the Color Dungeon, which is only accessible by playing the game on a color-themed dungeon. Completing it allows you to choose a Game Boy Color. It includes color-based puzzles, such as colored tunic switches and enemies that are only distinguishable by their tunics having to increase be beat in a certain order. For winning, you get either your offensive (red) a Red or defensive (blue) power. The Blue Tunic, which puts you permanently under the effect of a Piece of Power (increased speed and attacks send enemies flying and do double damage) or a Guardian Acorn (double defense), respectively. This dungeon is also present in the Switch remake also features the dungeon.remake.



* BoomInTheHand: For technical reasons, the game shows a notable aversion. Bombs that are picked up have their fuses ''reset'' and freeze while Link is holding them. Link also can't be harmed by his own bomb explosions.
* BossOnlyLevel: the Wind Fish's Egg is TheMaze you navigate to reach the right path to the final boss.



* BossRush: Turtle Rock has this with the sub-bosses from each of the first four levels and the sixth level reappearing in the dungeon as well as a brand new sub-boss.



* BrokenArmorBossBattle:
** The boss of Bottle Grotto is a GenieInABottle, who can only be attacked properly once Link has smashed his bottle by throwing it against the wall.
** To defeat the Armos Knight, the miniboss of the Southern Face Shrine, Link must use arrows or charge into it sword-first to break off its armor, after which it will be possible to damage it with further arrows or regular sword strikes.
** Turtle Rock's head is covered in rocky armor that Link can't pierce. Link must use bombs to break off its shell, exposing a fleshy head beneath that can be harmed with his regular weapons.



* BullfightBoss: The Moblin leader miniboss attacks with a simple headlong charge, and must be goaded into hitting the room's walls to stun him.



* CallingParrentsByTheirName: Marin refers to her father, Tarin, by name.



* CrossoverCameo: The game features a considerable number of cameos from other Nintendo games, most prominently the ''Mario'' series, including a Yoshi doll ([[LampshadeHanging "Recently, he seems to be showing up in many games!"]], or, in the remake, [[MythologyGag "You can't count how many games you've seen him in now!"]]), a picture of Peach, a pet Chain Chomp[[note]]referred to here as "[=BowWow=]", which is closer to his Japanese name "[=WanWan=]"[[/note]], and a whole gaggle of ''Franchise/SuperMarioBros'' enemies like Goombas and Piranha Plants (along with an evil Franchise/{{Kirby}}). Wart from ''VideoGame/SuperMarioBros2'', Dr. Wright from ''VideoGame/SimCity'', and Richard from the Japan-only game ''VideoGame/ForTheFrogTheBellTolls'' all appear as [=NPCs=]. The last one is fitting, as both games run on the same engine.
* CallingParentsByTheirName: Marin calls her father Tarin by his given name.

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* CrossoverCameo: CashGate: The game features a considerable number of cameos from other Nintendo games, most prominently requires you to buy the ''Mario'' series, including a Yoshi doll ([[LampshadeHanging "Recently, he seems bow for 980 rupees. Or you can steal it, if you don't mind never being able to be showing up in many games!"]], or, in return to the remake, [[MythologyGag "You can't count how many games you've seen him in now!"]]), a picture shop and the subsequent scarcity of Peach, a pet Chain Chomp[[note]]referred arrows and bombs, lest you be killed if you try to here as "[=BowWow=]", enter the shop again, after which is closer to his Japanese name "[=WanWan=]"[[/note]], and a whole gaggle of ''Franchise/SuperMarioBros'' enemies like Goombas and Piranha Plants (along with an evil Franchise/{{Kirby}}). Wart from ''VideoGame/SuperMarioBros2'', Dr. Wright from ''VideoGame/SimCity'', and Richard from you're called "Thief" by the Japan-only game ''VideoGame/ForTheFrogTheBellTolls'' all appear as [=NPCs=]. The last one is fitting, as both games run on the same engine.
* CallingParentsByTheirName: Marin calls her father Tarin by his given name.
entire cast of characters permanently.



* ChainOfDeals: The first in the series, in fact. Starts with the Yoshi doll in the Trendy Game (which you need ten rupees to play). A few places, it's actually required to proceed further in the game -- you at the very least need to go through six of the fourteen items in the chain, the bananas (number four) so monkeys will build a bridge for you, and then the honeycomb (number six) to give to the chef in Animal Village, who will tell you how to wake up a walrus blocking your path into the nearby desert. You don't strictly ''need'' to complete the chain, but doing so gives you the magnifying glass, allowing you to read the books in the library, which includes [[spoiler: the path you need to follow in the final dungeon]]. If you know the secret in advance, the lens isn't required.

to:

* ChainOfDeals: The first in the series, in fact. Starts with the Yoshi doll in the Trendy Game (which you need ten rupees to play). A few places, it's actually required to proceed further in the game -- you at the very least need to go through six of the fourteen items in the chain, the bananas (number four) so monkeys will build a bridge for you, and then the honeycomb (number six) to give to the chef in Animal Village, who will tell you how to wake up a walrus blocking your path into the nearby desert. You don't strictly ''need'' to complete the chain, but doing so gives you the magnifying glass, allowing you to read the books last book in the library, which includes [[spoiler: the path you need to follow in the final dungeon]]. If you know the secret in advance, the lens isn't required.



* CherryTapping: The shovel may be used instead of the sword to deflect the attacks of the shadow Agahnim form of the final boss.
* CityInABottle: Koholint Island'. The citizens (except for Marin) believe there is nothing beyond the sea and don't understand the concept of "when" they came to the island. This is because [[spoiler:the island is AllJustADream]].



* CollectionSidequest: Secret Seashells are scattered through all of Koholint Island and can be traded in a manor found east of the island for a sword upgrade.



* CowardlyBoss: The Master Stalfos is the first MiniBoss of the fifth dungeon (Catfish Maw, whose second miniboss is a pair of Gohmas). It tries to confront Link in one room, but upon taking some damage it flies and has to be found elsewhere. Link has to chase him across a total of four miniboss rooms and inflict enough damage in every rematch to finally kill the Stalfos and retrieve the Hookshot.



* CrossoverCameo: The game features a considerable number of cameos from other Nintendo games, most prominently the ''Mario'' series, including a Yoshi doll ([[LampshadeHanging "Recently, he seems to be showing up in many games!"]], or, in the remake, [[MythologyGag "You can't count how many games you've seen him in now!"]]), a picture of Peach, a pet Chain Chomp[[note]]referred to here as "[=BowWow=]", which is closer to his Japanese name "[=WanWan=]"[[/note]], and a whole gaggle of ''Franchise/SuperMarioBros'' enemies like Goombas and Piranha Plants (along with an evil Franchise/{{Kirby}}). Wart from ''VideoGame/SuperMarioBros2'', Dr. Wright from ''VideoGame/SimCity'', and Richard from the Japan-only game ''VideoGame/ForTheFrogTheBellTolls'' all appear as [=NPCs=]. The last one is fitting, as both games run on the same engine.



* DegradedBoss: In the Chamber Dungeon mode of the Switch version, it's possible to earn chambers that let you put main Nightmare bosses in as minibosses.

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* DegradedBoss: DegradedBoss:
** Many of the mini-bosses from early levels show up as regular enemies later in that same game. In some cases, there's a new weapon that makes it easier. In other cases, not so much.
**
In the Chamber Dungeon mode of the Switch version, it's possible to earn chambers that let you put main Nightmare bosses in as minibosses.



* DualBoss: The Gohmas in their dungeon stage. Weirdly, these are placed in a location where beating them isn't essential. ''Link's Awakening'' also has dual Dodongo Snakes as mini-bosses in three dungeons. This game marks the tradition of later games having minibosses that like to show up in pairs, such as Lizalfos, Stalfos and Darknuts. Sometimes with the added catch that both need to be defeated in quick succession or they come back to life.



* DuetBonding: [[https://www.youtube.com/watch?v=GiCSPEm3KuE&feature=player_detailpage#t=284s Marin teaches Link the hauntingly beautiful Ballad of the Wind Fish,]] later they go off on an adventure together, and you can't help but think about how [[spoiler: Marin is going to cease to exist]] when you play it to [[spoiler: open the Wind Fish's egg.]]
* EarlyGameHell:
** The earlier bosses are likely to be the hardest due to your low heart capacity. Conversely, the boss of the eighth (and penultimate) dungeon is laughably easy thanks to the [[WeaksauceWeakness Fire Rod]].
** The Switch remake adds Hero Mode, in which enemies deal double damage and don't drop health items. The only sources of healing early on are heart pieces and containers and the Great Fairy in the Mysterious Forest. Once you get the Power Bracelet in the second dungeon, you can get to Crazy Tracy's Health Spa and a fairy you can put in a bottle, making things much easier.



* EmergencyEnergyTank: You can obtain a Magic Potion which will save you from death once and then vanish afterwards.



* EndlessCorridor: To clear the final dungeon, you need to either figure out (or simply guess) the proper route to the final boss, or complete an otherwise optional ChainOfDeals to get a Magnifying Glass that lets you read a book in Mabe Village's library and take note of the route there.



* FinalExamBoss: The Shadow of Nightmares, the FinalBoss, morphs into a grand total of five different enemies you've fought before (excluding the Giant Bot), and if you're familiar with them, you know exactly how to counter their moves. Then, you have to endure the true form of the Nightmare, and the ''real'' final battle is underway.



* FlyingSeafoodSpecial: The Wind Fish is a giant, flying and winged whale.
* ForcedTutorial: Picking up a Compass requires sitting through a long, tedious message explaining what it does, painstakingly introducing the new feature of playing a sound whenever there's a key hidden in the room. This message takes up multiple text boxes, and it appears ''every single time'' you pick up a compass, regardless of how many times you've seen it before.



* GameplayAllyImmortality: There's a couple of characters who follow you for a while, including love interest Marin. Not only do all attacks pass through her, she can somehow keep up with your Pegasus Boots, make jumps you need the Roc's Feather for, and (if you do a little SequenceBreaking) ''walk on water'' when you're swimming.
* GetBackHereBoss: There's the miniboss Master Stalfos in Catfish's Maw, whom you have to chase to four separate rooms before finally defeating him; the Slime Eel, the main boss of the same dungeon, does the whack-a-mole approach where it occasionally pops its head out of holes in the walls and has to be pulled with the hookshot to expose its weakpoint. Also, the Grim Creeper in Eagles' Tower; after you defeat his bats, he runs to the top of the tower, where you have to fight him (on an eagle) as the main boss.



* GoForTheEye: The Gohmas can only be harmed by shooting them in the eye, which can only be done when they open their eyelids to attack.



* GrassIsGreener: A variation. Even though Koholint Island seems like a perfectly fine place to live and nobody else (besides the hero) ever thinks of leaving, Marin wishes to leave and travel the world like a seagull. [[spoiler:Even though the island turns out to be AllJustADream, if you never die in a run of the game it's shown that she gets her wish.]]



* HarpOfFemininity: Marin is shown to play the harp in official art (though she never does so in the game itself, and never mentions that she can, either). A harp is also one of the eight magic instruments Link has to acquire throughout the game.
* HealingLoop: The boxing mini boss Blaino's uppercut not only resets the combat (and thus, Blaino's health to full), it also knocks Link not only out of the room, but the ''entire dungeon''. Turtle Rock is not a fun trek. This is one loop you don't want to get stuck in.
* HealingPotion: The Secret Medicine bought from Crazy Tracy works automatically, activating when Link runs out of hearts and refilling his health bar. Dialogue when you buy it implies it's not a potion but an unguent; the Switch remake altered its sprite to reflect this.
* HeKnowsAboutTimedHits: There are some early-game areas where people cryptically explain the interface. For example, a child tells Link "Hey man! When you want to save, just push all the Buttons at once! ...Uh, don't ask me what that means, I'm just a kid!" Made especially confusing because the button combo in question -- A+B+Select+Start -- is used on most other Game Boy games to force a SoftReset. Made doubly confusing if you're playing on a Game Boy Advance and aren't aware that the L and R buttons on that particular system aren't used in GBC games other than to optionally resize the screen, so you try pressing ''those'' along with the others simultaneously.
* HelpfulMook: The Mad Batters return to increase your bombs, magic powder, and arrow capacity under the guise of "cursing" you to carry more. Anti-Fairies can also be transformed as before, but with the Boomerang instead of Magic Powder.
* HeWasRightThereAllAlong: Facade, the boss of the Face Shrine hides in the floor. Walk into a room. Empty. ''Giant face on the floor which will kill you.'' Boss.
* HighAltitudeBattle: The Evil Eagle and Grim Creeper are fought on the very top of Eagle's Tower.
* IdenticalStranger: In the opening dialogue of the game, Marin is at first mistaken for Princess Zelda. This gets a CallForward in the ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games that take place immediately before, where Zelda's in-game model is identical to Marin's except for the addition of a crown.
* IFoundYouLikeThis: At the beginning of the game, Marin nurses Link back to health after he washes up on the beach.
* InconvenientlyPlacedConveyorBelt: Conveyor belts are a common asset in dungeons, but their most prominent appearance is in Key Cavern. They make combat against enemies more difficult, especially against the Pairodds due to their habit of teleporting as soon as Link approaches them and then shoot a projectile at him in retaliation. Using the Pegasus Boots (once they're acquired in this very dungeon) makes the job much easier, but until then the conveyor belts will be a hassle.



* InsurmountableWaistHeightFence: There's a book sitting on top of a bookshelf. To get it down, Link has to go all the way to a dungeon on the other side of the island, defeat countless monsters, and get the SprintShoes so he can ram the bookcase and the book will fall off.
* InvisibleMonsters: There's a group of invisible enemies directly outside the room with the item that makes them visible. Said item is intended for a few other (non-battle) purposes.



* KaizoTrap: There's an infamous case in the final battle. When you defeat the final boss' last form, before the boss explodes, the arms can still deal damage, even though its host is dead. [[CycleOfHurting This often results in death if Link does not have or used up the potion if you're low on health, because contact with the arms deal one full heart with no]] MercyInvincibility. Also, if you are unlucky enough to still be in contact with the boss while it is giving its FinalSpeech, then it is a race between your hearts and the game's letter-writing.
* KingMook: Several examples. Mini bosses King Moblin and Master Stalfos are this to Bulldog Moblins[[note]]separate from the piglike Moblins which are called Pig Warriors here[[/note]] and Stalfos respectively. The dungeon boss Moldorm is a larger and more powerful version of the Mini Moldorm enemies.



** In most games, the Boomerang can only stun most enemies, not damage them; it's still a good item, but it's virtually useless against bosses. [[spoiler:Not here, though. Pretty much everything in the game dies in one hit to it, including the final boss in the original and ''DX'' versions.]]
* LethalLavaLand: Turtle Rock features lava pools in large portions of the dungeon, though the lava is much less "lethal" than most examples.

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** In most games, the Boomerang can only stun most enemies, not damage them; it's still a good item, but it's virtually useless against bosses. [[spoiler:Not here, though. Pretty much Nearly everything in the game dies in one hit to it, including the final boss in the original and ''DX'' versions.]]
* LethalLavaLand: Turtle Rock features lava pools in large portions of the dungeon, though the lava is much less "lethal" than most examples. The item obtained in the dungeon is a magic staff that shoots flames, and the boss is a giant fireball with a face.



* LionsAndTigersAndHumansOhMy: There's an entire village full of nothing but animals. Justified as [[spoiler:the whole thing is a dream of the Wind Fish. Even the dreams of {{space whale}}s don't have to make sense.]]
* LordBritishPostulate: Cuccos and dogs can't be killed with the sword, attacking the former enough causes a whole flock of Cuccos to start swarming Link (as is the norm in Zelda games), and attacking the latter triggers a counterattack. Use the Fire Rod or Magic Powder, however, and not only can you kill them, but an active Cucco swarm will ''stop''. A mild case of EarlyInstallmentWeirdness -- this was only the second game in the series to feature Cuccos, and in all later games killing them is completely impossible.



* LotusEaterMachine: The entire game takes place in [[spoiler:Link's/the Windfish's dreamworld. Link is sent to a perfect island paradise with plenty of adventure, friends, and fun, and he'll never have to work for anything again.]] Instead of staying, though, he's [[spoiler:forced to fight the game's enemies, the Nightmares, to wake up the Windfish and return to reality. In doing that he destroys the entire island and all of its inhabitants he's grown so fond of.]] Even though most people know it's coming, it's still a pretty powerful ending. The manga is even worse.
* MadBomber: There's a unique {{Elite Mook|s}} actually named the Mad Bomber. It used to be part of Richard's loyal servants before going berserk. It hides within a network of holes, and throws bombs at Link from a distance; these bombs have a shorter fuse than Link's.
* MagicalMysteryDoors: You must go through Magical Mystery Corridors in the Wind Fish's Egg to get to the final boss. Fortunately, you can find a book in the library that tells you the exact order in which you must take each path to reach it (it's randomized each playthrough).



* MarkOfShame: If you steal from the shopkeeper, Link's name is [[PermanentlyMissableContent permanently]] changed to THIEF.



* MiniBoss: The game set the tradition in itself and subsequent games in the series to have at least one miniboss per dungeon, often rewarding Link with the dungeon's flagship item upon victory. In comparison, the games before it only have regular bosses refought in DegradedBoss form in later dungeons. ''Link's Awakening'' itself also has a dungeon (Catfish's Maw) that holds the record for having the most mini-boss battles, with five in total (the first four against Master Stalfos, and the fifth against two Gohmas).



* MirrorsReflectEverything: In the remake, upon contact with the Mirror Shield, ''every'' kind of projectile attack bounces back and strikes the enemy that launched it, even rocks and spears, with nothing to suggest that the shield is supposed to have any magical properties.



* MookBouncer: The seventh's dungeon's boss, Evil Eagle, is a bird that tries to knock you off the platform you battle it on but only to the previous screen, [[OffscreenVillainDarkMatter which is still enough time for it to fully regenerate its health]]. There's also the eighth dungeon's mid-boss, Blaino, who will straight-up Wall Master your ass back to the dungeon entrance if his uppercut connects. The eighth dungeon is huge, so it only takes one trip back to the entrance for players to really, ''really'' hate Blaino.



* MutuallyExclusivePowerups: In the Game Boy Colour remake, there is a BonusDungeon where Link can choose between either a red tunic that lets him deal more damage, or a blue one that lets him receive less damage.



* NoDamageRun: If you complete the game without dying once, the ending adds [[TheStinger an extra scene after the credits roll]] that differs between whether you're playing the original game or the [=DX=] rerelease, though the end result is the same - [[spoiler:it implies that Marin survives the DreamApocalypse, and gets to explore the world just as she dreamed in the form of a seagull]].
* NoFairCheating:
** It is possible to pick up an item from a store's shelf, run around the shopkeeper very quickly until he can't see you (he tries to face you all the time but can't always keep up) and then run out the door with it. Players thinking they had managed to cheat the game were very surprised when a) everyone started referring to them as "THIEF" instead of their chosen name in dialogue and b) they re-entered the shop and [[ShopliftAndDie the shopkeeper killed them]] [[FamilyFriendlyFirearms with a laser]]. In the ''DX'' version, though, you are actually required to steal from the shop to get one of the photos in the game. Most people choose to save this one for the end of the game when they don't need to go into the shop again anyway.
** The DX version has an exclusive dungeon designed for the Game Boy Color and it has its enemies and puzzles based on colors. Trying to get past the skeleton guards on a regular Game Boy will have them blocking the way and even if you do manage to get past them, trying to play through the colors gimmick without any actual color would be too frustrating to attempt.[[note]]The Switch remake made the dungeon colorblind-accessible by adding a shape to each color (square for blue, etc.) and removed its gatekeepers.[[/note]]



* NotQuiteFlight: The Flying Rooster required to access the seventh dungeon can be picked up with the Power Bracelet to fly pretty much indefinitely, though he doesn't accompany you into the actual dungeon, and he leaves you after it's completed.

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* NotQuiteFlight: The Flying Rooster required to access the seventh dungeon can be picked up with the Power Bracelet to fly pretty much indefinitely, though he doesn't accompany you into the actual dungeon, and he leaves you after it's completed.completed.
* {{Oculothorax}}: The Gohmas resemble colossal eyeballs, with eyelids and minimal bodies around them, scuttling around on four jointed legs.



* PalmtreePanic: Toronbo Shores is a beach filled with palm trees, one holding a monkey that throws coconuts at you. It's also where Link's sword ended up after he ended up on Koholint Island, so going there is the first mission in the game.

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* OptionalBoss: The UpdatedRerelease of the game for Game Boy Color featured a BonusDungeon based on color, designed entirely to show off the capabilities of the Game Boy Color. The boss of the dungeon isn't more difficult than the other bosses, but even once you find the entrance to the dungeon you can only actually enter it if you know the color of the stalfos' clothes at the entrance. There are also a number of color-based puzzles that would be frustratingly difficult if you managed to get in anyway while playing on an original Game Boy.
* OrWasItADream: The game's setting is a dream of the Wind Fish, and Link has to wake it up from inside in order to leave. If you beat the game without dying, at the end of the credits you see the character Marin flying around. The implication in this case is not that it wasn't a dream, but that one person from the dream became real (having wished during the game to become a seagull and travel the world). The DX version changes this to a picture of Marin that fades into a seagull, which flies off.
* PalmtreePanic: Toronbo Shores is a beach filled with palm trees, one holding a monkey that throws coconuts at you. It's also where Link's sword ended up after he ended up got stranded on Koholint Island, so going there is the first mission in the game.



* PlayerDeathIsDramatic: The game mimics the death animation seen in ''A Link to the Past'', except with the screen fading to white.
* PlotCoupon: Eight Instruments of the Siren. They're necessary to awake the Wind Fish.
* PowerUpLetdown: Normally, the Mirror Shield allows you to reflect projectiles and light beams, enabling the solution of several puzzles, but in this game it's only used twice: to block the feathers from the Evil Eagle and to get past the flamethrower obstacle en route to Level 8.



* ProgressiveInstrumentation: This can be done optionally by playing the Wind Fish's Ballad in front of its egg before all of the Siren's Instruments are obtained. Each instrument will materialize and play its own separate section of the ballad, with or without the necessary accompaniment.



* ThisIsReality: Reconstructed. [[spoiler:Indeed, Koholint Island turns out to be no more than a dream of the Wind Fish, who states that all dreams ultimately must come to an end. Link awakens him and the island completely disappears along with its inhabitants; when he comes to in the real world and muses whether his adventures were only a dream, he notices and smiles at the sight of the Wind Fish in the sky, realising he not only helped him awaken from his dream, but the emotions and memories he experienced during his adventures were also real.]]

to:

* ThisIsReality: Reconstructed. [[spoiler:Indeed, Koholint Island turns out QuadDamage: The Pieces of Power are pickups that occasionally drop from slain enemies and have the effect of doubling your damage output for as long as you stay on the current "screen". There are also Guardian Acorns, which function similarly except that they halve the damage you receive.
* QuicksandSucks: You fight a Lanmola in a pit of quicksand. You only get sucked downward (to a cave you must traverse
to be no more than a dream get back to the surface) if you get put in the center of the Wind Fish, who states that all dreams ultimately must come to an end. Link awakens him and pit; the island completely disappears along with its inhabitants; when he comes to in the real world and muses whether his adventures were only a dream, he notices and smiles at the sight rest of the Wind Fish in the sky, realising he not only helped him awaken from his dream, but the emotions and memories he experienced during his adventures were also real.]]quicksand simply pulls you toward that center.


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* SandIsWater: A sand whirlpool also features on a single screen of the [[ShiftingSandLand Yarna Desert]].


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* ThisIsReality: Reconstructed. [[spoiler:Indeed, Koholint Island turns out to be no more than a dream of the Wind Fish, who states that all dreams ultimately must come to an end. Link awakens him and the island completely disappears along with its inhabitants; when he comes to in the real world and muses whether his adventures were only a dream, he notices and smiles at the sight of the Wind Fish in the sky, realising he not only helped him awaken from his dream, but the emotions and memories he experienced during his adventures were also real.]]

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* CompositeCharacter: In ''VideoGame/TheLegendOfZeldaI'', Pols Voice has a different weakness depending on the version you're playing. In the Famicom version, they're weak to loud noise, so they're instantly defeated by blowing into the microphone on the second controller. In the NES version, where the controllers didn't have microphones, they're vulnerable to arrows, though the manual still claims they hate loud noise. In this game, Pols Voice has both weaknesses: they're vulnerable to arrows, but playing the Ballad of the Wind Fish will also defeat them instantly (referencing their dislike for loud noise, as the Game Boy doesn't have a microphone either).



* CompositeCharacter: In ''VideoGame/TheLegendOfZeldaI'', Pols Voice has a different weakness depending on the version you're playing. In the Famicom version, they're weak to loud noise, so they're instantly defeated by blowing into the microphone on the second controller. In the NES version, where the controllers didn't have microphones, they're vulnerable to arrows, though the manual still claims they hate loud noise. In this game, Pols Voice has both weaknesses: they're vulnerable to arrows, but playing the Ballad of the Wind Fish will also defeat them instantly (referencing their dislike for loud noise, as the Game Boy doesn't have a microphone either).
Is there an issue? Send a MessageReason:
None


* CompositeCharacter: In ''VideoGame/TheLegendOfZelda1'', Pols Voice has a different weakness depending on the version you're playing. In the Famicom version, they're weak to loud noise, so they're instantly defeated by blowing into the microphone on the second controller. In the NES version, where the controllers didn't have microphones, they're vulnerable to arrows, though the manual still claims they hate loud noise. In this game, Pols Voice has both weaknesses: they're vulnerable to arrows, but playing the Ballad of the Wind Fish will also defeat them instantly (referencing their dislike for loud noise, as the Game Boy doesn't have a microphone either).

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* CompositeCharacter: In ''VideoGame/TheLegendOfZelda1'', ''VideoGame/TheLegendOfZeldaI'', Pols Voice has a different weakness depending on the version you're playing. In the Famicom version, they're weak to loud noise, so they're instantly defeated by blowing into the microphone on the second controller. In the NES version, where the controllers didn't have microphones, they're vulnerable to arrows, though the manual still claims they hate loud noise. In this game, Pols Voice has both weaknesses: they're vulnerable to arrows, but playing the Ballad of the Wind Fish will also defeat them instantly (referencing their dislike for loud noise, as the Game Boy doesn't have a microphone either).
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* CompositeCharacter: In ''VideoGame/TheLegendOfZelda1'', Pols Voice has a different weakness depending on the version you're playing. In the Famicom version, they're weak to loud noise, so they're instantly defeated by blowing into the microphone on the second controller. In the NES version, where the controllers didn't have microphones, they're vulnerable to arrows, though the manual still claims they hate loud noise. In this game, Pols Voice has both weaknesses: they're vulnerable to arrows, but playing the Ballad of the Wind Fish will also defeat them instantly (referencing their dislike for loud noise, as the Game Boy doesn't have a microphone either).

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''Link's Awakening'' is a significant game in the series' history. While it returned to the straightforward eight-dungeon approach of [[VideoGame/TheLegendOfZeldaI the first game]], it also introduced a number of features and ideas that would become staples of the series. These include the trend of prominent story-developing sidequests that occur between dungeons, the addition of an ExpositionFairy that periodically nudges players in the right direction, and a wide cast of side characters. Additionally, while previous games had utilized MagicMusic as a WarpWhistle, this was the first game to include more than one playable song and make these songs vital to the plot, one that [[https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Spirit-Tracks/Iwata-Asks-Zelda-Handheld-History-/3-Make-All-Characters-Suspicious-Types/3-Make-All-Characters-Suspicious-Types-233845.html was heavily inspired by]] Creator/DavidLynch's ''Series/TwinPeaks''. Tellingly, Creator/EijiAonuma commented on an interview that ''Link's Aweakening'' [[https://www.youtube.com/watch?v=ajHwGB9EOLw had a major influence]] in ''VideoGame/TheLegendOfZeldaOcarinaOfTime''.

to:

''Link's Awakening'' is a significant game in the series' history. While it returned to the straightforward eight-dungeon approach of [[VideoGame/TheLegendOfZeldaI the first game]], it also introduced a number of features and ideas that would become staples of the series. These include the trend of prominent story-developing sidequests that occur between dungeons, the addition of an ExpositionFairy that periodically nudges players in the right direction, and a wide cast of side characters. Additionally, while previous games had utilized MagicMusic as a WarpWhistle, this was the first game to include more than one playable song and make these songs vital to the plot, one that [[https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Spirit-Tracks/Iwata-Asks-Zelda-Handheld-History-/3-Make-All-Characters-Suspicious-Types/3-Make-All-Characters-Suspicious-Types-233845.html was heavily inspired by]] Creator/DavidLynch's ''Series/TwinPeaks''. Tellingly, Creator/EijiAonuma commented on an interview that ''Link's Aweakening'' Awakening'' [[https://www.youtube.com/watch?v=ajHwGB9EOLw had a major influence]] in ''VideoGame/TheLegendOfZeldaOcarinaOfTime''.



** The Seashell Mansion now gives rewards when you have ''at least'' the number of shells required, rather than requiring the exact number. There are also more shells, which sounds like the opposite of this at first, except there are also more rewards to go with them (including the above-mentioned detector). Shells you haven't collected before acquiring the Koholint Sword also don't turn into Rupees, so between these two changes there are no more [[PermanentlyMissableContent permanently missable Seashells or Mansion rewards]]. In the original game, Seashells disappear or turn into rupees after getting the L-2 sword simply because there are five more Seashells scattered about the island than you'd actually need to begin with, just so you won't have to scour the entire map and reach the endgame to find enough of them to get the sword.

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** The Seashell Mansion now gives rewards when you have ''at least'' the number of shells required, rather than requiring the exact number. There are also more shells, which sounds like the opposite of this at first, except there are also more rewards to go with them (including the above-mentioned detector). Shells you haven't collected before acquiring the Koholint Sword also don't turn into Rupees, so between these two changes there are no more [[PermanentlyMissableContent permanently missable Seashells or Mansion rewards]]. In the original game, Seashells disappear or turn into rupees after getting the L-2 sword simply because there are five six more Seashells scattered about the island than you'd actually need to begin with, just so you won't have to scour the entire map and reach the endgame to find enough of them to get the sword.



* CursedWithAwesome: Awaken Li'l Devil (on loan from ''VideoGame/TheLegendOfZeldaALinkToThePast'') and he'll "curse" you, forcing you to carry twice as much magic powder, bombs or arrows. Oh no, anything but that!

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* CursedWithAwesome: Awaken Li'l Devil Devil/Mad Batter (on loan from ''VideoGame/TheLegendOfZeldaALinkToThePast'') and he'll "curse" you, forcing you to carry twice as much magic powder, bombs or arrows. Oh no, anything but that!that!
-->"Heh Heh Heh! You deserve it! Now look at all that junk you have to carry! Hah!"
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* TogglingSetpiecePuzzle: Like its predecessor, the game features toggleable cubical barriers in some dungeons, as well as crystal switches that swap their states (and the wiring is always dungeon-wide); their most prominent use takes place in Eagle's Tower, where Link has to work around them as he aims to collapse the highest floor to make it part of the third by destroying the pillars that hold it up. Due to palette limitations, the barriers aren't color-coded (not even in the Game Boy Color rerelease, where all barriers are colored blue), though you can still tell visually which ones are lifted and which ones are receded (this is no longer a problem in the Switch remake, where they're color-coded).

to:

* TogglingSetpiecePuzzle: Like its predecessor, the game features toggleable cubical barriers in some dungeons, as well as crystal switches that swap their states (and the wiring is always dungeon-wide); their most prominent use takes place in Eagle's Tower, where Link has to work around them as he aims to collapse the highest floor to make it part of the third by destroying the pillars that hold it up. Due to palette limitations, the barriers aren't color-coded (not even in the Game Boy Color rerelease, where all barriers are colored blue), blue in Bottle Grotto and red in the other dungeons), though you can still tell visually which ones are lifted and which ones are receded (this is no longer a problem in the Switch remake, where they're color-coded).
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The only other Game Boy Zelda is the Updated Rerelease (which was a Game Boy Color game compatible with the OG), so altering the wording.


The fourth game in ''Franchise/TheLegendOfZelda'' series, released worldwide in 1993, and the first on the UsefulNotes/GameBoy.

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The fourth game in ''Franchise/TheLegendOfZelda'' series, released worldwide in 1993, and the first on 1993 for the UsefulNotes/GameBoy.

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''Link's Awakening'' is a significant game in the series' history. While it returned to the straightforward eight-dungeon approach of [[VideoGame/TheLegendOfZeldaI the first game]], it also introduced a number of features and ideas that would become staples of the series. These include the trend of prominent story-developing sidequests that occur between dungeons, the addition of an ExpositionFairy that periodically nudges players in the right direction, and a wide cast of side characters. Additionally, while previous games had utilized MagicMusic as a WarpWhistle, this was the first game to include more than one playable song and make these songs vital to the plot, one that [[https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Spirit-Tracks/Iwata-Asks-Zelda-Handheld-History-/3-Make-All-Characters-Suspicious-Types/3-Make-All-Characters-Suspicious-Types-233845.html was heavily inspired by]] Creator/DavidLynch's ''Series/TwinPeaks''. On a more trivial note, it's also the first ''Legend of Zelda'' game '''[[ArtifactTitle not]]''' to feature the titular princess in any capacity, something that wouldn't happen again until ''[[VideoGame/TheLegendOfZeldaTriForceHeroes Tri Force Heroes]]'' twenty-two years later.

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''Link's Awakening'' is a significant game in the series' history. While it returned to the straightforward eight-dungeon approach of [[VideoGame/TheLegendOfZeldaI the first game]], it also introduced a number of features and ideas that would become staples of the series. These include the trend of prominent story-developing sidequests that occur between dungeons, the addition of an ExpositionFairy that periodically nudges players in the right direction, and a wide cast of side characters. Additionally, while previous games had utilized MagicMusic as a WarpWhistle, this was the first game to include more than one playable song and make these songs vital to the plot, one that [[https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Spirit-Tracks/Iwata-Asks-Zelda-Handheld-History-/3-Make-All-Characters-Suspicious-Types/3-Make-All-Characters-Suspicious-Types-233845.html was heavily inspired by]] Creator/DavidLynch's ''Series/TwinPeaks''. Tellingly, Creator/EijiAonuma commented on an interview that ''Link's Aweakening'' [[https://www.youtube.com/watch?v=ajHwGB9EOLw had a major influence]] in ''VideoGame/TheLegendOfZeldaOcarinaOfTime''.

On a more trivial note, it's also the first ''Legend of Zelda'' game '''[[ArtifactTitle not]]''' to feature the titular princess in any capacity, something that wouldn't happen again until ''[[VideoGame/TheLegendOfZeldaTriForceHeroes Tri Force Heroes]]'' twenty-two years later.

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* SpiritualSuccessor: To ''Kaeru no Tame ni Kane wa Naru'' ("VideoGame/ForTheFrogTheBellTolls") an earlier action-adventure game for the UsefulNotes/GameBoy. TheRival character from ''Kaeru'', Richard, makes a cameo in ''Link's Awakening''.
* SpoilerTitle: In the English version, about two-thirds of the way through the game, you make the (very unexpected) realization that [[spoiler:the whole of Koholint Island is just a dream of the Wind Fish]]. Meanwhile, the name of the Japanese version of the game is ''The Legend of Zelda: [[spoiler:Dream Island]]''. Well, that certainly ruins the tension.

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* SpiritualSuccessor: To ''Kaeru no Tame ni Kane wa Naru'' ("VideoGame/ForTheFrogTheBellTolls") an earlier action-adventure game for the UsefulNotes/GameBoy. TheRival character from ''Kaeru'', Richard, makes a cameo in ''Link's Awakening''.
* SpoilerTitle: In the English version, about two-thirds of the way through the game, you make the (very unexpected) realization that [[spoiler:the whole of Koholint Island is just a dream of the Wind Fish]]. Meanwhile, the name of the Japanese version of the game is ''The Legend of Zelda: [[spoiler:Dream [[spoiler:The Dreaming Island]]''. Well, that certainly ruins the tension.

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** The island is nothing but [[spoiler:one big dream]], and the point of gathering the eight dungeon items is to awaken both you and the Wind Fish. Link is oblivious to this since you aren't directly told that [[spoiler:it's a dream]] until a good bit into the game, but the owl and boss monsters don't really try to hide this fact from you.

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** The island is nothing but [[spoiler:one big dream]], the Wind Fish's dreamworld, and the point of gathering the eight dungeon items is to awaken both you and the Wind Fish. Fish and end the dream. Link is oblivious to this since you aren't directly told that [[spoiler:it's a dream]] until a good bit into the game, but the owl and boss monsters don't really try to hide this fact from you.



--->'''Owl:''' I see you have read the relief... while it does say the island is [[spoiler:but a dream of the Wind Fish]], no one is really sure... just as you cannot know if a chest holds treasure until you open it, so you cannot tell if [[spoiler:this is a dream until you awaken]]..."
** The end does reveal that [[spoiler:the owl, being an avatar of the Wind Fish, knew that the relief told the truth all along, and what he told Link was a MotivationalLie to ensure that he would continue and complete his quest]].

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--->'''Owl:''' I see you have read the relief... while it does say the island is [[spoiler:but but a dream of the Wind Fish]], Fish, no one is really sure... just as you cannot know if a chest holds treasure until you open it, so you cannot tell if [[spoiler:this this is a dream until you awaken]]...awaken..."
** The end does reveal that [[spoiler:the the owl, being an avatar of the Wind Fish, knew that the relief told the truth all along, and what he told Link was a MotivationalLie to ensure that he would continue and complete his quest]].quest.
** The Nightmares, naturally, try to weaken Link's will by saying that ''he'' is just part of the dream too.

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Repair Dont Respond. Also did a wick swap


** The Seashell Mansion now gives rewards when you have ''at least'' the number of shells required, rather than requiring the exact number. There are also more shells, which sounds like the opposite of this at first, except there are also more rewards to go with them (including the above-mentioned detector). Shells you haven't collected before acquiring the Koholint Sword also don't turn into Rupees, so between these two changes there are no more [[PermanentlyMissableContent permanently missable Seashells or Mansion rewards]].
*** In the original game, Seashells disappear or turn into rupees after getting the L-2 sword simply because there are five more Seashells scattered about the island than you'd actually need to begin with, just so you won't have to scour the entire map and reach the endgame to find enough of them to get the sword.

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** The Seashell Mansion now gives rewards when you have ''at least'' the number of shells required, rather than requiring the exact number. There are also more shells, which sounds like the opposite of this at first, except there are also more rewards to go with them (including the above-mentioned detector). Shells you haven't collected before acquiring the Koholint Sword also don't turn into Rupees, so between these two changes there are no more [[PermanentlyMissableContent permanently missable Seashells or Mansion rewards]].
***
rewards]]. In the original game, Seashells disappear or turn into rupees after getting the L-2 sword simply because there are five more Seashells scattered about the island than you'd actually need to begin with, just so you won't have to scour the entire map and reach the endgame to find enough of them to get the sword.



** The BonusBoss of the Color Dungeon regenerates more slowly and ShowsDamage more readily, with cracks forming on his shell as you damage him along with his color changing.

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** The BonusBoss OptionalBoss of the Color Dungeon regenerates more slowly and ShowsDamage more readily, with cracks forming on his shell as you damage him along with his color changing.



* TogglingSetpiecePuzzle: Like its predecessor, the game features toggleable cubical barriers in some dungeons, as well as crystal switches that swap their states (and the wiring is always dungeon-wide); their most prominent use takes place in Eagle's Tower, where Link has to work around them as he aims to collapse the highest floor to make it part of the third by destroying the pillars that hold it up. Due to palette limitations, the barriers aren't color-coded, though you can still tell visually which ones are lifted and which ones are receded (this is no longer a problem in the Switch remake, where they're color-coded).

to:

* TogglingSetpiecePuzzle: Like its predecessor, the game features toggleable cubical barriers in some dungeons, as well as crystal switches that swap their states (and the wiring is always dungeon-wide); their most prominent use takes place in Eagle's Tower, where Link has to work around them as he aims to collapse the highest floor to make it part of the third by destroying the pillars that hold it up. Due to palette limitations, the barriers aren't color-coded, color-coded (not even in the Game Boy Color rerelease, where all barriers are colored blue), though you can still tell visually which ones are lifted and which ones are receded (this is no longer a problem in the Switch remake, where they're color-coded).
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* TheCameo: The game features a considerable number of cameos from other Nintendo games, most prominently the ''Mario'' series, including a Yoshi doll ([[LampshadeHanging "Recently, he seems to be showing up in many games!"]], or, in the remake, [[MythologyGag "You can't count how many games you've seen him in now!"]]), a picture of Peach, a pet Chain Chomp[[note]]referred to here as "[=BowWow=]", which is closer to his Japanese name "[=WanWan=]"[[/note]], and a whole gaggle of ''Franchise/SuperMarioBros'' enemies like Goombas and Piranha Plants (along with an evil Franchise/{{Kirby}}). Wart from ''VideoGame/SuperMarioBros2'', Dr. Wright from ''VideoGame/SimCity'', and Richard from the Japan-only game ''VideoGame/ForTheFrogTheBellTolls'' all appear as [=NPCs=]. The last one is fitting, as both games run on the same engine.

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* TheCameo: CrossoverCameo: The game features a considerable number of cameos from other Nintendo games, most prominently the ''Mario'' series, including a Yoshi doll ([[LampshadeHanging "Recently, he seems to be showing up in many games!"]], or, in the remake, [[MythologyGag "You can't count how many games you've seen him in now!"]]), a picture of Peach, a pet Chain Chomp[[note]]referred to here as "[=BowWow=]", which is closer to his Japanese name "[=WanWan=]"[[/note]], and a whole gaggle of ''Franchise/SuperMarioBros'' enemies like Goombas and Piranha Plants (along with an evil Franchise/{{Kirby}}). Wart from ''VideoGame/SuperMarioBros2'', Dr. Wright from ''VideoGame/SimCity'', and Richard from the Japan-only game ''VideoGame/ForTheFrogTheBellTolls'' all appear as [=NPCs=]. The last one is fitting, as both games run on the same engine.
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* CerebusSyndrome: The game starts out as a lighthearted and smaller adventure compared to the first three titles. However, after TheReveal that [[spoiler:Koholint Island is just a dream]], the game takes a darker and more morally-ambiguous tone— although the game's quirky sense of humor remains intact.
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* TempleOfDoom: The Face Shrine, a confusing palace area found in the second half of the game. It doesn't have many traps, but it presents a larger difficulty with tougher puzzles, several bombable walls, and some strange looping rooms.

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* TempleOfDoom: The Face Shrine, a confusing palace area found in the second half of the game. It doesn't have many traps, but it presents a larger greater difficulty with tougher puzzles, several bombable walls, and some strange looping rooms.
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-->-- Ballad of the Wind Fish

to:

-->-- Ballad "Ballad of the Wind Fish
Fish"
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* TempleOfDoom: The Face Shrine, a confusing palace area found in the second half of the game. It doesn't have many traps, but it presents a DifficultySpike with tougher puzzles, several bombable walls, and some strange looping rooms.

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* TempleOfDoom: The Face Shrine, a confusing palace area found in the second half of the game. It doesn't have many traps, but it presents a DifficultySpike larger difficulty with tougher puzzles, several bombable walls, and some strange looping rooms.
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* BubblegloopSwamp: Goponga Swamp is a marshy area full of piranhas and large swamp flowers. Bottle Grotto is found here, but Link needs to take [=BowWow=] with him to destroy those flowers that block the entrance for his first visit (later items he finds can destroy the flowers without assistance). The Switch remakes replaces a single flower with a rock, so that the player can get back in [[BrokenBridge after giving back [=BowWow=]]] but before getting the other items.

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* BubblegloopSwamp: Goponga Swamp is a marshy area full of piranhas and large swamp flowers. Bottle Grotto is found here, but Link needs to take [=BowWow=] with him to destroy those flowers that block the entrance for his first visit (later items he finds can destroy the flowers without assistance). The Switch remakes replaces a single flower with a rock, so that the player can get back in [[BrokenBridge after giving back [=BowWow=]]] but [[AntiFrustrationFeatures before getting the other items.items]].
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** The fifth dungeon's miniboss will flee from the battle after being hurt a few times... and does this two more times after you find him again.

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** The fifth dungeon's miniboss will flee flees from the battle after being hurt a few times... and does this two more times after you find him again.
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** Marin is stated to look a lot like Zelda, only with red instead of blonde hair. Her father Tarin is a dead ringer for Link's uncle from ''A Link to the Past''. In turn, Malon and Talon from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' are these to Marin and Tarin, and Zelda's sprite when she appears in the ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games is almost identical to Marin's.

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** Marin is stated to look a lot like Zelda, only with red instead of blonde hair. Her father Tarin is a dead ringer for Link's uncle from ''A Link to the Past''. In turn, Malon and Talon from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' are these to dead ringers for Marin and Tarin, and Zelda's sprite when she appears in the ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games is almost identical to Marin's.
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Wasn't he revived in the end of that game?


** Marin is stated to look a lot like Zelda, only with red instead of blonde hair. Her father Tarin is a dead ringer for Link's late uncle from ''A Link to the Past''. In turn, Malon and Talon from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' are these to Marin and Tarin, and Zelda's sprite when she appears in the ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games is almost identical to Marin's.

to:

** Marin is stated to look a lot like Zelda, only with red instead of blonde hair. Her father Tarin is a dead ringer for Link's late uncle from ''A Link to the Past''. In turn, Malon and Talon from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' are these to Marin and Tarin, and Zelda's sprite when she appears in the ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games is almost identical to Marin's.
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* ThematicSequelLogoChange: The Switch remake shows the logo with the same chipped font as ''Breath of the Wild'', this time next to a pair of palm trees to reflect the exotic island setting.
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** The Color Dungeon suffers a bit from this in the Switch version; its color-based theme was much more relevant twenty years before, when handheld systems being able to display in full color was still a novelty (''DX'' came out one month after the Game Boy Color itself did) and being able to do so without draining half a dozen batteries in under four hours, like the UsefulNotes/GameGear was infamous for, was a selling point. What's more is that the entire dungeon was reworked to be more accessible to colorblind players, the result being that enemies, traps, and puzzles being [[ColorCodedForYourConvenience color-coded]] is no longer relevant to finishing it with the new visual cues in place. The skeletons guarding the entrance don't even bother with the ExcuseQuestion of who's wearing which color, and instead are repurposed to sell you Magic Powder.

to:

** The Color Dungeon suffers a bit from this in the Switch version; version: its color-based theme was much more relevant twenty years before, when handheld systems being able to display in full color was still a novelty (''DX'' came out one month after the Game Boy Color itself did) and being able to do so without draining half a dozen batteries in under four hours, like the UsefulNotes/GameGear was infamous for, was a selling point. What's more is that the entire dungeon was reworked to be more accessible to colorblind players, the result being that enemies, traps, and puzzles being [[ColorCodedForYourConvenience color-coded]] is no longer relevant to finishing it with the new visual cues in place. The skeletons guarding the entrance don't even bother with the ExcuseQuestion of who's wearing which color, and instead are repurposed to sell you Magic Powder.
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** The website for the Switch remake refers to Tail Cave's mini-boss as Spike Roller. Strategy guides for the original version and the ''DX'' release call him Rolling Bones, a reference to Music/TheRollingStones.

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** The website for the Switch remake refers to Tail Cave's mini-boss as Spike Roller. Strategy guides for the original version and the ''DX'' release call him Rolling Bones, a reference to Music/TheRollingStones.Music/{{The Rolling Stones|Band}}.
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Crosswicking

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* TogglingSetpiecePuzzle: Like its predecessor, the game features toggleable cubical barriers in some dungeons, as well as crystal switches that swap their states (and the wiring is always dungeon-wide); their most prominent use takes place in Eagle's Tower, where Link has to work around them as he aims to collapse the highest floor to make it part of the third by destroying the pillars that hold it up. Due to palette limitations, the barriers aren't color-coded, though you can still tell visually which ones are lifted and which ones are receded (this is no longer a problem in the Switch remake, where they're color-coded).

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