I put the Switch remake of Link's Awakening on my Christmas list because of these videos. I was already playing the Gameboy version on Switch Online but these convinced me to try the remake
I love the DX version of the original especially for the Photos the Photographer took of Link but I love the Remake even more for how well the changes to the music sounds and the art style for being unique.
Amazing compliation! I loved watching this all the way through. Thank you for doing a deep dive into then dunegons my favorite Zelda game! Your breakdown of level 6 especially gave me chills. Also, I wanted to say I did play this one on the original GameBoy and you were absolutely right in suggesting that it may have been some folks first Zelda. It was mine! And I did manage to soft lock myself on level 4 as you mention at the end of the video. I felt like I was very stuck (I was a kid!) and just explored around for a while until I accidentally came across a glitch. I had no clue how to beat level 4 otherwise
Love the compilations. Even if I have seen each of the segments before, your voice is really nice to listen to, whether attentively or in the background.
Links Awakening means so much to me because it (the original GB cart) was my first video game, shared between my dad and I, and it still holds up as my favorite Zelda game. I still believe LA has the best soundtrack of any Zelda game. This was an incredible video. It was super well put together and deserves WAY more attention, I will be subscribing and watching all of your other videos next as well
Its videos like these that make me appreciative that i have the original on gameboy pocket. No color, just monochromatic pixels that made me feel like i was on an adventure! Thank you for these videos, Burg
"How many games make "It was all a dream" work" I know two. This one, and (maybe spoiler alert idk how well-known it is among people who didn't play it or know of the japanese sub title) Eternal Sonata / Trusty Bell. Thank you for always putting up a final compilation, your voice always makes the day I watch it for a calming day. :)
While you can't play Game Boy Color or later systems' games on it, the Super Game Boy guide does use the classic Game Boy version as an example of how you can use the custom border option as sort of a note-taking space. Hmm. That's a point. I can see spending a lot of time looking at walls if the walls give you a reason to look at them, like the reliefs in the TP Temple of Time or the paintings of Snowpeak Ruins. I like that the "lock blocks" have a keyhole on top where you don't stick the key. It's there solely so that if any interdimensional beings happen to be watching, they know that this is a block for putting a key into. Clay Potto? I have to imagine it's also to bring it in line with every(?) Zelda game since. I've never played a Zelda game where you also had to push away on the D-pad or Control Stick to pick something up, so that's something I know I'd have to get used to. Maybe I would, eventually. But I just think of going between the Gamecube versions of Wind Waker and Twilight Princess with regard to how placing vs. throwing items you've picked up works. The "balloon rocks" A tell that... I'm actually not sure if this is the first time, but it carried forward into Ocarina of Time's bombable walls. Another logical place to put the Colo[u]r Dungeon would have been BEFORE the final dungeon, since it's the LATEST you could access it, but I won't argue with the actual result, and wouldn't even have argued with the other result if it had been the way it had gone. With one thing toning it down being the relative lack of screen transitions in the first place, I'm sure. Oh hey, when you don't force the dungeon layout to draw a picture, you don't have to rely on underground passages. Which wouldn't make a ton of sense for a tower to have, anyway. I think light-based attacks make more sense for a mirror to reflect, anyway. (Unlike in Breath of the Wild, where even a wooden Pot Lid can be used to parry beam attacks, and it makes no sense.) Interestingly, you fight the head at what I would have guessed from the dungeon layout to be the tail. Okay, now it happened to me. Between the Turtle Rock boss and the dungeon's opinion recap, the first ad featured the song "Life is But a Dream", sung by The Harptones.
1:31:19 I'd argue that the cave theme being higher pitched makes it sound more... idk, watery? Like falling raindrops? I mean, Jabul Temple in Echoes of Wisdom did the same thing, having a high pitched flute and harp as it's main instruments
I wanted to say, in at least the DX version, if you grind for the rupees and buy the shovel before tail cave, the next item you can get are bombs, meaning that secret wall is not necessarily backtracking into a dungeon.
Way I understand it, the guys in the Color Dungeon selling you extra magic powder and telling you to stock up on it is BECAUSE of that singular midboss, as I have quite strong memories of having significant difficulties in hitting it with the awkward hitboxes of the gb/gbc magic powder, so I often ended up wasting powder uses missing it. And with this game intended as 'Baby's First Zelda', that may be why they sell it to you and why the dungeon itself spits the drops of the powder at you early on.
1:08:29 actually, if you try to enter the colour dungeon before you have the pegusus boots it will not let you push the last gravestone meaning the pegusus boots is pretty much the dungeon key.
You’ll have to make that argument to all the people who have insisted to me that they’ve done the colour dungeon before key cavern 😅 From my understanding (and reading on old forums) the game will let you enter without it the boots, but will stop you if you haven’t returned Bow-Wow back home. I have yet to test this myself, but the popular consensus online seems to be that you can do it before ever setting foot into key cavern
I personally was not a major fan of the remake, simply because it was effectively a one-to-one remake. Follow me here, this is what I'd have suggested if given the opportunity: Legend of Zelda meets Resident Evil. What does that mean? A 3D remake where the development embraced the dream and nightmare. As Link moves around the Island, some things change from time to time. The colors are sometimes standard, sometimes vibrant off the scale, sometimes muted. Some characters look slightly different when you see them. And as for the dungeons and the nightmares: go for pure terror. Example: the nightmare at Catfish's Maw. Imagine this: Link enters a huge open rocky room. There is some curved item sticking up from the floor in the middle of the room. You go inspect it to see it's a tail. Then the tail starts moving around and the ground begins to erode into a hole. Link jumps out of the way to come face-to-face with the monster, fangs and all. The monster recedes back into the wall and then bursts out of a different wall. You beat the boss the same way, using the hookshot to bring the monster close and then slash. But that tail in the middle of the room becomes a problem. It moves around and erodes away more and more of the room making that hole larger to the point that it actually is a time limit to beat the boss. Take too much time and there's no more floor. And if you drop, there's a long cut scene of the common falling nightmare, follower by Link getting impaled on a spike as gruseomly as you can do in a Zelda game. Or take Face Shrine. All through the dungeon, on occasion a face appears on a wall. Maybe it smiles at you. Maybe it screams. Maybe it laughs maniacally. I'd want to make that concept nightmare fuel, so that when you finally get a chance to fight that face nightmare, it's cathartic. Anyways, that's the way I'd have gone. I understand it's a bit controversial but there's a great game there somewhere.
This game, I love it so much. It’s easily the best Zelda game for me and the dungeons are a great way of showcasing why. Not a single one is bad and the best ones still haven’t been topped in terms of complexity and intricate design. (Aside from the oracle games which had the most insane dungeons whilst simultaneously having the most forgettable ones)
I think a lot of the changes like with broken floor is because the Grezzo lady is bad at video games and so there is always an emphasis on what would help an average casual gamer and she uses herself as a kind of difficulty tester. Also apparently the guy responsible for a lot of the tone of Majoras Mask was the one who tied the story of Links Awakening together so that explains the more somber revelation.
I will always dislike the Bottle Grotto. I reset my save file as a kid because I couldn't figure out how to finish the dungeon, only to get stuck at the same bit again - That room where you have to defeat the monsters in the right order. Had that owl statue with the hint been in the same room as the monsters, maybe I would have got it, but I had no idea what a "Pol's Voice" was supposed to be, or where to find one... I didn't beat the game until I went back to it as an adult.
Would be great if you did learn some more music theory, because you're spending so much time analyzing what is the musical equivalent to goosebumps books and it is painfully tedious and boring.
I put the Switch remake of Link's Awakening on my Christmas list because of these videos. I was already playing the Gameboy version on Switch Online but these convinced me to try the remake
I really enjoyed the remake. It’s a lot of fun
I love the DX version of the original especially for the Photos the Photographer took of Link but I love the Remake even more for how well the changes to the music sounds and the art style for being unique.
I've been waiting in extreme anticipation for this compilation! I know what I'm doing after work 👍
Amazing compliation! I loved watching this all the way through. Thank you for doing a deep dive into then dunegons my favorite Zelda game! Your breakdown of level 6 especially gave me chills. Also, I wanted to say I did play this one on the original GameBoy and you were absolutely right in suggesting that it may have been some folks first Zelda. It was mine! And I did manage to soft lock myself on level 4 as you mention at the end of the video. I felt like I was very stuck (I was a kid!) and just explored around for a while until I accidentally came across a glitch. I had no clue how to beat level 4 otherwise
I have been waiting for this! I'm happy to be able to sit back and listen to the full Compilation.
Love the compilations. Even if I have seen each of the segments before, your voice is really nice to listen to, whether attentively or in the background.
Links Awakening means so much to me because it (the original GB cart) was my first video game, shared between my dad and I, and it still holds up as my favorite Zelda game. I still believe LA has the best soundtrack of any Zelda game. This was an incredible video. It was super well put together and deserves WAY more attention, I will be subscribing and watching all of your other videos next as well
Its videos like these that make me appreciative that i have the original on gameboy pocket. No color, just monochromatic pixels that made me feel like i was on an adventure!
Thank you for these videos, Burg
Watched others but had to like this one as well since you put it all together, thanks as always and excited for EoW!
The super cut 🔥🔥🔥 I'll be binging this a few times. Thanks Cap'n
"How many games make "It was all a dream" work" I know two. This one, and (maybe spoiler alert idk how well-known it is among people who didn't play it or know of the japanese sub title) Eternal Sonata / Trusty Bell. Thank you for always putting up a final compilation, your voice always makes the day I watch it for a calming day. :)
While you can't play Game Boy Color or later systems' games on it, the Super Game Boy guide does use the classic Game Boy version as an example of how you can use the custom border option as sort of a note-taking space.
Hmm. That's a point. I can see spending a lot of time looking at walls if the walls give you a reason to look at them, like the reliefs in the TP Temple of Time or the paintings of Snowpeak Ruins.
I like that the "lock blocks" have a keyhole on top where you don't stick the key. It's there solely so that if any interdimensional beings happen to be watching, they know that this is a block for putting a key into.
Clay Potto?
I have to imagine it's also to bring it in line with every(?) Zelda game since. I've never played a Zelda game where you also had to push away on the D-pad or Control Stick to pick something up, so that's something I know I'd have to get used to. Maybe I would, eventually. But I just think of going between the Gamecube versions of Wind Waker and Twilight Princess with regard to how placing vs. throwing items you've picked up works.
The "balloon rocks"
A tell that... I'm actually not sure if this is the first time, but it carried forward into Ocarina of Time's bombable walls.
Another logical place to put the Colo[u]r Dungeon would have been BEFORE the final dungeon, since it's the LATEST you could access it, but I won't argue with the actual result, and wouldn't even have argued with the other result if it had been the way it had gone.
With one thing toning it down being the relative lack of screen transitions in the first place, I'm sure.
Oh hey, when you don't force the dungeon layout to draw a picture, you don't have to rely on underground passages. Which wouldn't make a ton of sense for a tower to have, anyway.
I think light-based attacks make more sense for a mirror to reflect, anyway. (Unlike in Breath of the Wild, where even a wooden Pot Lid can be used to parry beam attacks, and it makes no sense.)
Interestingly, you fight the head at what I would have guessed from the dungeon layout to be the tail.
Okay, now it happened to me. Between the Turtle Rock boss and the dungeon's opinion recap, the first ad featured the song "Life is But a Dream", sung by The Harptones.
1:31:19 I'd argue that the cave theme being higher pitched makes it sound more... idk, watery? Like falling raindrops? I mean, Jabul Temple in Echoes of Wisdom did the same thing, having a high pitched flute and harp as it's main instruments
Can't wait to see you cover the oracle games eventually. Love your long form videos.
I wanted to say, in at least the DX version, if you grind for the rupees and buy the shovel before tail cave, the next item you can get are bombs, meaning that secret wall is not necessarily backtracking into a dungeon.
Grinding for that many rupees that early in the game is even more tedious than just going back for the bombs later ngl
Way I understand it, the guys in the Color Dungeon selling you extra magic powder and telling you to stock up on it is BECAUSE of that singular midboss, as I have quite strong memories of having significant difficulties in hitting it with the awkward hitboxes of the gb/gbc magic powder, so I often ended up wasting powder uses missing it. And with this game intended as 'Baby's First Zelda', that may be why they sell it to you and why the dungeon itself spits the drops of the powder at you early on.
1:08:29 actually, if you try to enter the colour dungeon before you have the pegusus boots it will not let you push the last gravestone meaning the pegusus boots is pretty much the dungeon key.
You’ll have to make that argument to all the people who have insisted to me that they’ve done the colour dungeon before key cavern 😅
From my understanding (and reading on old forums) the game will let you enter without it the boots, but will stop you if you haven’t returned Bow-Wow back home.
I have yet to test this myself, but the popular consensus online seems to be that you can do it before ever setting foot into key cavern
I personally was not a major fan of the remake, simply because it was effectively a one-to-one remake. Follow me here, this is what I'd have suggested if given the opportunity: Legend of Zelda meets Resident Evil. What does that mean?
A 3D remake where the development embraced the dream and nightmare. As Link moves around the Island, some things change from time to time. The colors are sometimes standard, sometimes vibrant off the scale, sometimes muted. Some characters look slightly different when you see them.
And as for the dungeons and the nightmares: go for pure terror. Example: the nightmare at Catfish's Maw. Imagine this: Link enters a huge open rocky room. There is some curved item sticking up from the floor in the middle of the room. You go inspect it to see it's a tail. Then the tail starts moving around and the ground begins to erode into a hole. Link jumps out of the way to come face-to-face with the monster, fangs and all. The monster recedes back into the wall and then bursts out of a different wall. You beat the boss the same way, using the hookshot to bring the monster close and then slash. But that tail in the middle of the room becomes a problem. It moves around and erodes away more and more of the room making that hole larger to the point that it actually is a time limit to beat the boss. Take too much time and there's no more floor. And if you drop, there's a long cut scene of the common falling nightmare, follower by Link getting impaled on a spike as gruseomly as you can do in a Zelda game.
Or take Face Shrine. All through the dungeon, on occasion a face appears on a wall. Maybe it smiles at you. Maybe it screams. Maybe it laughs maniacally. I'd want to make that concept nightmare fuel, so that when you finally get a chance to fight that face nightmare, it's cathartic.
Anyways, that's the way I'd have gone. I understand it's a bit controversial but there's a great game there somewhere.
A long-form Burgerson video on my day off ❤ perfect timing
Hearing you praise a dungeon theme that is basically Hot Cross Buns is...something lol.
This game, I love it so much. It’s easily the best Zelda game for me and the dungeons are a great way of showcasing why. Not a single one is bad and the best ones still haven’t been topped in terms of complexity and intricate design. (Aside from the oracle games which had the most insane dungeons whilst simultaneously having the most forgettable ones)
I think a lot of the changes like with broken floor is because the Grezzo lady is bad at video games and so there is always an emphasis on what would help an average casual gamer and she uses herself as a kind of difficulty tester.
Also apparently the guy responsible for a lot of the tone of Majoras Mask was the one who tied the story of Links Awakening together so that explains the more somber revelation.
Quite Literally™️ love stuff like this
Waiting for echoes of wisdom
Nice
I will always dislike the Bottle Grotto. I reset my save file as a kid because I couldn't figure out how to finish the dungeon, only to get stuck at the same bit again - That room where you have to defeat the monsters in the right order. Had that owl statue with the hint been in the same room as the monsters, maybe I would have got it, but I had no idea what a "Pol's Voice" was supposed to be, or where to find one... I didn't beat the game until I went back to it as an adult.
I hope you were able to find more enjoyment out of the game upon that revisit- once you got past Bottle Grotto
Awesome
I just realized that the chess knight puzzles bounce like an L like the knight moves
The heckin goombas 😂
Instant good day
I know echoes of wisdom is next, but after that game can you go to minish cap?
Oracle games first :)
Movie time 🎉🎉🎉🎉🎉
I just beat links awakening and it was so sad
Would be great if you did learn some more music theory, because you're spending so much time analyzing what is the musical equivalent to goosebumps books and it is painfully tedious and boring.