I'm glad that you discussed at length the fact that this dungeon has a much higher importance of teaching new players than other Zelda games. For me, I had played most of the Zelda games before playing Link's Awakening, and so I breezed through this dungeon without much thought. But I have a friend that has never played a video game before, and I chose Link's Awakening as his first game specifically for how well this game builds on itself. He's only on the second dungeon so far, but it was really cool to watch him play through the dungeon and see how well it is built for teaching people with no experience with Zelda games or gaming in general.
@@hist150project5 the remake is much cleaner but also removes a lot of the oversights that allowed for shortcuts. for example the one way door no longer allows you to access it with the iron ball and the blocks on the left side of the pillar are now unpushable.
I have played every release and version of this thing. It is always a treat and each version added something that a prior version did not have. It always sparks joy and makes bad days better.
I knew someone where Link's Awakening was their only Zelda game for a very long time, so you absolutely speak the truth on keeping early dungeons simple
When I was a kid, Link's Awakening was the first Zelda game I played by myself, and I was stumped for 90% percent of it. Still, being able to figure out how to get the Tail Key AND proceeding through The Tail Cave made me feel like I accomplished something. I felt proud and confident in playing this first part of the game. Beautiful video and explanation of the dungeon. I especially like your maps and how you use them in your reviews.
Great vid! This was the first Zelda game that was my own so it has a soft spot in heart. A couple corrections: You can actually get bombs before you enter this dungeon. After you buy the shovel the bombs become available at the shop, so I always start my playthroughs by spamming the Trendy Game enough to buy the shovel and bombs before going to the first dungeon. Also, the compass doesn't react to chests, it reacts to keys. There are times you will hear the chime, then when you kill the enemies or whatever a key will drop down, no chests involved. I remember this from the lengthy unskippable text whenever you get a compass.
As the original LA was the first game I ever played, I am more than happy to see this video. I was only 4 years old when finishing this game on the OG gameboy and even learned to read at that age only to crack the final stretch... I believed that the death counter of that game was some kind of high score tho. The Remakes visual reinterpretation of the original game is one of a few things that never really grew on me bit I can live with it... really makes me appreciate the comparison between the both versions. Moldorm as a boss actually has a tutorial attached to it if you ask me. Players have to be patient and not attack blindly, as the knockback from hitting the body might as well catapult you into the holes, forcing you to restart the fight. Still it also allows to build upon the things we learned from the midboss as it literally forced us to jump over the spiked pole it pushed towards us and now we have an enemy with a more complicated movement pattern that has it's weak point on it's back end, which is easier to reach by jumping over it. Too bad the patience lesson kinda falls away in the remake as the holes on the sides of the room are not really a factor in the fight, with them being closed until you accidentally open them up. I kinda had to laugh a little when you mentioned that you feel bothered by the cracked wall in the dungeon, even tho it functions like an extreme version of the item check we had earlier at the woods... I can understand your point tho. The inner completionist wants that chest right away, yet I believe that one chest is there for new players specifically as it asks players to keep that cracked wall in mind and find a way to break it open. It helps that you can technically skip it completely and still get the shell that is inside it, if you just go on and collect that one extra shell from the seashell mansion. However, I look forward to more of these videos. I am currently working on some dungeons on my own and you have no idea how much videos like this inspire to think differently when setting up a proper challenge for players.
You mentioned this as potentially being someone's first dungeon - for me, this *was* my first zelda game and therefore dungeon, and brings back a lot of memories for me!
I'm really excited to dig into this series in particular. I've been watching the other Zelda game breakdowns and knew I'd enjoy this just as much. But within minutes, I knew this would be way more impactful on me than I initially expected. I'm casually working on a remake of the Oracle games in the style of LANS and the way you're comparing + contrasting the original and remake is super helpful. Knowing what works with the remake and what doesn't, mechanically and atmospherically, among other details, is massive. I'm gonna be giving this set of videos my fullest attention! Thanks for the hard work and excellent content. 🎉
I just found your channel and subscribed recently and I’ve been watching the dungeon design videos at a constant. It’s really cool to finally be here for a new one, and you did a great job as always!
Such a great dungeon for those who are new to playing these types of games, a few small challenges and slight puzzles. Also, absolutely love these series, you're doing great!
Something you failed to mention: when fighting moldorm specifically in the switch version, he always goes in a fury state after each hit where, not only does he become invincible, but he also instantly goes to his max speed for a brief moment
Links Awakening DX was my very first video game outright and I absolutely love it. It was my introduction to a wonderful community and rich stories. I was in tears when the remake came out. Thank you so much for this video, I love it immensely
This game is not only my all time favorite, but also the very first game I ever played (back on the OG Gameboy). Thank you so much for this video! Love it
Remember back when I was a kid the store demo for Links Awakening was the full game on a locked cartridge that the staff would wipe every night, it ended up teaching me and every other kid in the area to collab speedrun whenever our parents dropped us off while they went out shopping.
I honestly struggled to get into LA for many years, it was always "just alright" for me but the Switch remake really made it a lot more enjoyable. I'm by no means a graphics snob or someone who cares massively about how a game looks, but in this case the remake really made this game much better for me and it presents the banger story of LA so well! Great video, brought me to to playing the remake back in 2019! :D
Link’s Awakening was certainly my first Zelda game. I hadn’t heard of the franchise before hand but my dad had gotten the Gameboy and this game for me for Christmas in 93.
Never analyzed the music themes quite enough but you're absolutely right. The original nails the eerie part of the "Wurmpalast" (its German name as somebody else already mentioned) sooo much better. The little tutorial teaching you to use Roc's Feather is cleverly implemented. Although I would've liked Fi to tell me that chasms render you ouchie. Lastly, I ADORE the spooky transition to the boss fight. O_O "The Nightmare...". I thought you'd mention the pretty dead and hanging skeletons below the boss room. :D
Very nice breakdown! I like the point at 23:30 - this was my first Zelda game and in a large part my first real video game when I was 6 years old, 30 years ago now. It took me weeks just to figure out I needed to walk up to the sword on the beach to actually pick it up, and similarly this dungeon was pretty daunting. The music in the remake is gorgeous and is maybe the most appealing aspect of the remake to me (I'll fill up your comments once you get to Level 6 :P). I will say, I found the remake of the Boss music specifically to be disappointing. The original boss theme music is so aggressive and threatening, while the remake just feels so sterile and...not threatening.
one nice thing about tail cave's tutorial is the recontexualization of the dungeon item is optional when bactracking and also fixes the problem with the dead end backtracking. the bombable wall is accessible in the GB version prior to the first dungeon. apparently, the early access to bombs was a bug and it was supposed to be obtained after bottle grotto. also the stone slab in the original had the same hint in both rooms. the purpose there is that the unlockable door does not lead to a tease but still gives a potential reward.
my biggest nitpicks about the original design for tail cave is that the rupee chest is too close to the screen transition and instead should have appeared by the key block section where the feather is required and if the boss key chest was easier to spot. i suppose the miniboss might be a bit too close to the boss however given you can explore almost the entire dungeon before getting the dungeon is a big plus. although easy i consider this to be the best level 1 dungeon in the series. tp's forest temple is also up there because it acts like a full blown dungeon but does have the small key in the same room as a locked door and it is still fragmented. deepwood shrine has more highs and lows compared to tail cave.
I got this and OoT for Christmas together when I was a kid. Both were my first Zelda game. I agree that this is a great starting dungeon and it is the one I started my son on when he was 8. He nearly beat it without any help from me- he couldn’t beat the boss. To be fair, he watched me play Ocarina which probably helped him a bit.
I got the link’s awakening remake for Christmas of 2019. It was the only thing I had to play with for a while as I was at my grandparent’s house for a week, and because of this, I got maybe halfway through the game I believe. Though after getting back home, I never picked it back up. At the time I thought the bosses were a bit lame, and I’ve always been a 3D Zelda type of guy. though I’ve changed since then, I really loved a link between worlds. Maybe after I complete twilight princess I should give it another try and replay it!
Despite having a secondhand NES as my first game console, the original version of Link's Awakening was my first Zelda game, and its tight game design early on was a key factor in getting me hooked on the series as a whole.
Yessss finally! I have been looking forward to this series! Link's Awakening was my first Zelda game -- I never had an NES or SNES but I got a Game Boy as a kid with this, and it's what introduced me to the entire Zelda concept. Link's Awakening is always going to be my personal favorite Zelda game, even if some others might be technically better games. I can just get lost in Marin singing the Ballad of the Wind Fish.
You did an excellent job on this video. Well done! 👏 Links awakening on the original game boy was my my favorite game growing up. I was so thrilled when they announced it would be coming to the switch in a remake!
Playing the remake made me wonder what the previous 25 years of other game design since the original’s release had even been for! Such an incredible little game.
Nice video, one more version difference is that in the GB versions you could also get magic powder from the Crane game as soon as you start, skipping the toadstool/ witch quest
I just wanted to say, I was playing the DX version of the game today, and you actually can get the bomb door open without having to return to the dungeon. If you buy the shovel before entering the dungeon, the guy in town starts selling you bombs.
Love the comparison between the GBA and the Remake versions! Looking forward to this! This was my second Zelda game and my first 2D Zelda, so I have a lot of nostalgia for it and think it’s a fab game. Great vid as always ❤
I remember Link's Awakening being kind of an oddball game when it came out, so I didn't play it (I also only had a GameBoy for a limited time). However, I did play the Switch remake and I'm so glad I got to experience it. However, I am now a bit spoiled by the extended button availability, as I've gone back and am playing the Oracle games on NSO, which use the GameBoy's original two-button layout.
the secret seashell behind the bombable wall is in a chest, yet the compass does not show it on the map as a chest so that first time players will not be confused as to how they are supposed to break the wall and get said chest. they changed this in the remake to have the chest visible on the map.
Hi, I am a lot of People. Link's Awakening DX was my first video game EVER. I have been waiting for the deep dive into the Dungeons for a while. I honestly am not sure how I figured out Mushroom to magic powder at the start of the game. Cause I just grabbed the mushroom and gave it to the Witch. But I do have fond memories of playing this game.
Hi! I love your videos, I'm really looking forward to this series. Moreover Link's Awakening is my favourite Zelda (with Minish Cap) and I admire how its dungeons are so well crafted. However, sometimes, when I don't remember the dungeons well (I played the games decades before, while these dungeons are fresh in your memory when you edit your videos), they sound like the summary of a walkthrough along with footage, even if I recognize that there are often some interesting elements of analysis here and there. It would be great if you displayed the map of the dungeon a bit more often and draw your path on it gradually. I know that you already display the dungeon map sometimes, but the more you show the map, the more we consider it from an analytical point of view, the less it feels like just watching a walkthrough. I'm a huge fan of Zelda dungeons, I spend a lot of my free time analyzing them and discussing their design with other fools, so if even I feel this need to follow you, maybe it will help a lot of people. (Or maybe people just rejoice that you are talking about Zelda, regardless of your point?) Maybe also a diagram like those of Mark Brown (Game Maker's Toolkit) could be relevant? I don't know. Or is that asking too much? xD Again, looking forward to this series :)
Hi! Thanks for the feedback. I’ve definitely held back on the maps a bit out of worry that the video won’t be visually as interesting that way, but I’ll definitely consider trying to work it in more in the future. Cheers
In anticipation of the next video in this series and based on your talk of combat scenarios allowing esoteric items like the Roc's Feather to shine, I have this question for you. The Genie, Pumpkin Head, Ramrock, and Oracle of Seasons' rendition of Dodongo. Which of these bosses do you think best made use of the Power Bracelet/Glove in combat?
What perfect timing! I just started replaying the switch version a few days ago. My first play through was during a tonsillectomy recovery so I’m excited to play again and hopefully cure my association of this game with that awful time 😂 Anyway, yeah Tail Cave is great. I love the way they made the Moldorm fight reasonable but didn’t dumb it down. The mini boss is also cool, and the roc’s feather is such a good first dungeon item.
For some reason I keep forgetting LA is years older than OoT. It is an impressive game for an 8bit handheld, glad the remake gave me the opportunity to discover it.
Are there any plans in the works to look at the dungeon design of The Minish Cap? That was my first Zelda game, and I still love coming back to it. It's super underrated.
Thank you for noticing that there are parts of the original game‘s music that are better than the nice - but in parts flawed - remake versions. Very obvious to me in the overworld and the boss music, for example. Art style and music downplay the drama and epic adventure in some songs. I love the original (the original is the most dramatic experience and the only version that has humorous naughty content, especially in the German translation) and the remake equally, while the DX version (that I never played) nails the perfect ending best imo (saw it on RUclips, the DX version brings best to the forefront what I believe is what the perfect ending intents to be).
The reason Link's Awakening seems to have more love and care. Also, more life. Even for the old Gameboy game. It is because Link's Awakening was actually a fan game made by members of the dev team that worked on Zelda. Rather upset with the fact they were shot down each time they wanted to try something new. So they all worked on their own game off the clock. Well, their off-duty hobby turned out to be a stroke of luck. As Nintendo needed a Zelda game for the Gameboy. So with their HALF Finished fan game. They showed it to management. Well, being they had no other ideas. They greenlit the game to be official and got Nintendo's support. Thus we got Legends of Zelda: Link's Awakening. And yes, this game did a lot of different things. Now more modern Zelda games take advantage of. If Link's Awakening did not happen. A lot of elements we love. Would never happen.
Oh man, you already did the review of this boss when I made the comment on the full SNES zelda game. ... and said what I said regarding the versions. I think the boss here in the GB game basically punishing you for spamming shield, as while you don't take damage, getting in the way is a good way to get pushed off, and the lack of player health made young me really cautious for this fight. Roc's Feather as Dark Souls Roll wa not an idea I had learned yet.
The original game was my first Zelda and that game‘s Moldorm with most of the surrounding tiles being big chasms gave me a hard time, got knocked to the cavern below a lot. I wish it would be like that in the remake. They made him and the eagle too easy for my liking in the remake.
Fair enough, though I’m not sure how many players are going to amass and then shell out the minimum 210 rupees that are required for them that early on in the game, especially without prior knowledge
That would be the 35th anniversary Zelda Game & Watch, which actually included Zelda 1 and 2 as well as Link’s Awakening… and also a clock feature I guess haha
That manga style opening makes the switch version astounding! Could watch it over and over. Will love all the art iterations of this game. Great vid as ever!
they should of segmentented the world into larger chucks instead of just full no screen transitions would of preserved the "vibe" and prevented the lag from seeing areas you cant even get to from the room you are currently in actually exactly what dungeons do lmao doorways are transitions open walls are free scrolling
There seems to be some confusion about that. The video that I said that was a compilation of videos I made three years ago. (Hence saying Skyward Sword HD “just released”) As such, those skyward sword videos are in fact already done. You can browse the channel to find them or wait for the compilation of that if you’d like
For me Tail Cave actually WAS the first dungeon ever... Link's Awakening was my first Zelda back then and even one of the first games i ever played. It is one of my fav Zelda games until today... i don't like the remake, though. It is way too cartoony for such a sad and sombre game...
I hate fighting Moldorms in any 2D Zelda. There just annoying and never a real challenge. Plus there a heaps of first bosses in Zelda that despite being easy, are way more fun to take down.
Would you like to go join zelda to create a new game With great dungeons .. Eiji called you and told you to join the dungeon development ....... answer is 100 words about your idea of creating thr best dungeon the history has ever seen
i should of made a comment to branch off of first lol im gonna get my bitching out on the remake here and hopefully i wont get into it on the next videos
ill never understand why they gimped the walking controls so much in this game they nailed it with albws and then again in tfh (which grezzo worked on btw) and then here they limited it to 8 directions, mapped movement to the joystick, and they dont limit jumping to the 8 directional movement to clarify the difference between albw and lans is that in albws it only effects link if you stop moving in albws you can walk in any direction you want but as soon as you stop. link snaps to the nearest cardinal and diagonal direction this meant you didnt have limited movement AND you wouldnt have to precision shot things like the bow in lans you are always limited to the 8 directions (unless you are jumping) and to make it worse they mapped movement to the joystick instead of the dpad idk if you have ever played a game that intended you to use a dpad but its miserable playing something like a gba game on a joystick and about the jumping why? why can you precisely control link while jumping but not while walking? the other control changes are great though it just sucks that they screwed up something as simple as walking oh and if its a "being faithful" thing maybe they shouldnt of gutted the overworld scene transitions? maybe they shouldnt of made some of the music really good and then others sound like a child smashing a piano / bagpipes? (god that boss theme)
about the artstyle and music i think the graphics are neat the clay diorama thing is neat feel like it hurts the serious vibes that the original had as other people has said they should of made the game look like that opening segment the music is just all around mixed signals between being serious as hell and... trash... for lack of a better word
Tail Cave isn't very big, but the one-way doors and hidden rooms make it feel much bigger. Especially for the first dungeon!
I'm glad that you discussed at length the fact that this dungeon has a much higher importance of teaching new players than other Zelda games. For me, I had played most of the Zelda games before playing Link's Awakening, and so I breezed through this dungeon without much thought. But I have a friend that has never played a video game before, and I chose Link's Awakening as his first game specifically for how well this game builds on itself. He's only on the second dungeon so far, but it was really cool to watch him play through the dungeon and see how well it is built for teaching people with no experience with Zelda games or gaming in general.
He is going to RAAAGE when he gets to Eagle's Tower
I hadn't thought about him having to do that one, but you are so right, he is going to suffer a lot when he finally gets to that one.
@@Stego.raptor Yeah Eagle's Tower is literally the only dungeon in the series that tripped me up on repeat playthroughs.
@@hist150project5 the remake is much cleaner but also removes a lot of the oversights that allowed for shortcuts. for example the one way door no longer allows you to access it with the iron ball and the blocks on the left side of the pillar are now unpushable.
I just recently started my first playthrough of Link's Awakening, this series came at a perfect time!
Saw the thumbnail and IMMEDIATELY clicked on it, I am psyched for this!
I have played every release and version of this thing. It is always a treat and each version added something that a prior version did not have. It always sparks joy and makes bad days better.
I knew someone where Link's Awakening was their only Zelda game for a very long time, so you absolutely speak the truth on keeping early dungeons simple
I just love the 2D topdown Zelda games so much and seeing someone analyze and talk about them makes me so incredibly happy.
My mom made one good choice in her parenting history and that was gifting me Link's Awakening for my 10th birthday.
When I was a kid, Link's Awakening was the first Zelda game I played by myself, and I was stumped for 90% percent of it. Still, being able to figure out how to get the Tail Key AND proceeding through The Tail Cave made me feel like I accomplished something. I felt proud and confident in playing this first part of the game.
Beautiful video and explanation of the dungeon. I especially like your maps and how you use them in your reviews.
Great vid! This was the first Zelda game that was my own so it has a soft spot in heart.
A couple corrections:
You can actually get bombs before you enter this dungeon. After you buy the shovel the bombs become available at the shop, so I always start my playthroughs by spamming the Trendy Game enough to buy the shovel and bombs before going to the first dungeon.
Also, the compass doesn't react to chests, it reacts to keys. There are times you will hear the chime, then when you kill the enemies or whatever a key will drop down, no chests involved. I remember this from the lengthy unskippable text whenever you get a compass.
As the original LA was the first game I ever played, I am more than happy to see this video. I was only 4 years old when finishing this game on the OG gameboy and even learned to read at that age only to crack the final stretch... I believed that the death counter of that game was some kind of high score tho.
The Remakes visual reinterpretation of the original game is one of a few things that never really grew on me bit I can live with it... really makes me appreciate the comparison between the both versions.
Moldorm as a boss actually has a tutorial attached to it if you ask me. Players have to be patient and not attack blindly, as the knockback from hitting the body might as well catapult you into the holes, forcing you to restart the fight. Still it also allows to build upon the things we learned from the midboss as it literally forced us to jump over the spiked pole it pushed towards us and now we have an enemy with a more complicated movement pattern that has it's weak point on it's back end, which is easier to reach by jumping over it.
Too bad the patience lesson kinda falls away in the remake as the holes on the sides of the room are not really a factor in the fight, with them being closed until you accidentally open them up.
I kinda had to laugh a little when you mentioned that you feel bothered by the cracked wall in the dungeon, even tho it functions like an extreme version of the item check we had earlier at the woods... I can understand your point tho. The inner completionist wants that chest right away, yet I believe that one chest is there for new players specifically as it asks players to keep that cracked wall in mind and find a way to break it open. It helps that you can technically skip it completely and still get the shell that is inside it, if you just go on and collect that one extra shell from the seashell mansion.
However, I look forward to more of these videos. I am currently working on some dungeons on my own and you have no idea how much videos like this inspire to think differently when setting up a proper challenge for players.
You mentioned this as potentially being someone's first dungeon - for me, this *was* my first zelda game and therefore dungeon, and brings back a lot of memories for me!
I'm really excited to dig into this series in particular. I've been watching the other Zelda game breakdowns and knew I'd enjoy this just as much. But within minutes, I knew this would be way more impactful on me than I initially expected.
I'm casually working on a remake of the Oracle games in the style of LANS and the way you're comparing + contrasting the original and remake is super helpful. Knowing what works with the remake and what doesn't, mechanically and atmospherically, among other details, is massive.
I'm gonna be giving this set of videos my fullest attention! Thanks for the hard work and excellent content. 🎉
I just found your channel and subscribed recently and I’ve been watching the dungeon design videos at a constant. It’s really cool to finally be here for a new one, and you did a great job as always!
Special is the same word I'd use for this gem. It is an adventure that if you get it, you get it. And i never fail to tear up at the end.
I totally forgot this was the next dungeon design series and started a new playthrough a few nights ago.
Looking forward to the breakdown!
Such a great dungeon for those who are new to playing these types of games, a few small challenges and slight puzzles. Also, absolutely love these series, you're doing great!
Something you failed to mention: when fighting moldorm specifically in the switch version, he always goes in a fury state after each hit where, not only does he become invincible, but he also instantly goes to his max speed for a brief moment
Links Awakening DX was my very first video game outright and I absolutely love it. It was my introduction to a wonderful community and rich stories. I was in tears when the remake came out. Thank you so much for this video, I love it immensely
I really enjoyed the intro to the Nightmare, it was quite unsettling.
This game is not only my all time favorite, but also the very first game I ever played (back on the OG Gameboy). Thank you so much for this video! Love it
Looking forward to the rest of this series ❤
Excellent analysis as always and appreciate the comparison from the original to the remake :)
Glad youre going through this game as well! Clicked right away!
Remember back when I was a kid the store demo for Links Awakening was the full game on a locked cartridge that the staff would wipe every night, it ended up teaching me and every other kid in the area to collab speedrun whenever our parents dropped us off while they went out shopping.
I honestly struggled to get into LA for many years, it was always "just alright" for me but the Switch remake really made it a lot more enjoyable. I'm by no means a graphics snob or someone who cares massively about how a game looks, but in this case the remake really made this game much better for me and it presents the banger story of LA so well!
Great video, brought me to to playing the remake back in 2019! :D
I love this game. This was my second Zelda game in the early's 2001. I'm waiting for Oracle of Seasons am Ages.
Link’s Awakening was certainly my first Zelda game. I hadn’t heard of the franchise before hand but my dad had gotten the Gameboy and this game for me for Christmas in 93.
Never analyzed the music themes quite enough but you're absolutely right. The original nails the eerie part of the "Wurmpalast" (its German name as somebody else already mentioned) sooo much better. The little tutorial teaching you to use Roc's Feather is cleverly implemented. Although I would've liked Fi to tell me that chasms render you ouchie.
Lastly, I ADORE the spooky transition to the boss fight. O_O "The Nightmare...". I thought you'd mention the pretty dead and hanging skeletons below the boss room. :D
I love link’s awakening and the excellent, if not perfect, dungeon design is one of the reasons why.
Very nice breakdown! I like the point at 23:30 - this was my first Zelda game and in a large part my first real video game when I was 6 years old, 30 years ago now. It took me weeks just to figure out I needed to walk up to the sword on the beach to actually pick it up, and similarly this dungeon was pretty daunting.
The music in the remake is gorgeous and is maybe the most appealing aspect of the remake to me (I'll fill up your comments once you get to Level 6 :P). I will say, I found the remake of the Boss music specifically to be disappointing. The original boss theme music is so aggressive and threatening, while the remake just feels so sterile and...not threatening.
In the german Version this Dungeon was named " Worm palace "
It still bothers me that we still haven't gotten the Oracle games on this engine
one nice thing about tail cave's tutorial is the recontexualization of the dungeon item is optional when bactracking and also fixes the problem with the dead end backtracking. the bombable wall is accessible in the GB version prior to the first dungeon. apparently, the early access to bombs was a bug and it was supposed to be obtained after bottle grotto. also the stone slab in the original had the same hint in both rooms. the purpose there is that the unlockable door does not lead to a tease but still gives a potential reward.
the monster boss "moldorm" is called big tail in japanese.
my biggest nitpicks about the original design for tail cave is that the rupee chest is too close to the screen transition and instead should have appeared by the key block section where the feather is required and if the boss key chest was easier to spot. i suppose the miniboss might be a bit too close to the boss however given you can explore almost the entire dungeon before getting the dungeon is a big plus. although easy i consider this to be the best level 1 dungeon in the series. tp's forest temple is also up there because it acts like a full blown dungeon but does have the small key in the same room as a locked door and it is still fragmented. deepwood shrine has more highs and lows compared to tail cave.
I got this and OoT for Christmas together when I was a kid. Both were my first Zelda game. I agree that this is a great starting dungeon and it is the one I started my son on when he was 8. He nearly beat it without any help from me- he couldn’t beat the boss. To be fair, he watched me play Ocarina which probably helped him a bit.
I got the link’s awakening remake for Christmas of 2019. It was the only thing I had to play with for a while as I was at my grandparent’s house for a week, and because of this, I got maybe halfway through the game I believe. Though after getting back home, I never picked it back up. At the time I thought the bosses were a bit lame, and I’ve always been a 3D Zelda type of guy. though I’ve changed since then, I really loved a link between worlds. Maybe after I complete twilight princess I should give it another try and replay it!
Play it, it’s the best Zelda game.
@@voltron77 yeah I’ll replay it after I complete twilight princess.
can't wait to see the rest of this serie ^^
I played link's awakening but on the OG gameboy version...without the colors
and I loved it
Despite having a secondhand NES as my first game console, the original version of Link's Awakening was my first Zelda game, and its tight game design early on was a key factor in getting me hooked on the series as a whole.
Yessss finally! I have been looking forward to this series! Link's Awakening was my first Zelda game -- I never had an NES or SNES but I got a Game Boy as a kid with this, and it's what introduced me to the entire Zelda concept. Link's Awakening is always going to be my personal favorite Zelda game, even if some others might be technically better games. I can just get lost in Marin singing the Ballad of the Wind Fish.
You did an excellent job on this video. Well done! 👏 Links awakening on the original game boy was my my favorite game growing up. I was so thrilled when they announced it would be coming to the switch in a remake!
LOVE this game, Top 3 Luigi game of all time for me!
Playing the remake made me wonder what the previous 25 years of other game design since the original’s release had even been for! Such an incredible little game.
Nice video, one more version difference is that in the GB versions you could also get magic powder from the Crane game as soon as you start, skipping the toadstool/ witch quest
I love this game!! Great video!
I just wanted to say, I was playing the DX version of the game today, and you actually can get the bomb door open without having to return to the dungeon. If you buy the shovel before entering the dungeon, the guy in town starts selling you bombs.
Nice. Another dungeon design series! (I know, I am three months late, but better late than never.)
Always enjoying your DD series.
I'd love for you to do spirit tracks!
Woah…woah…woah a new video.
Love the comparison between the GBA and the Remake versions! Looking forward to this! This was my second Zelda game and my first 2D Zelda, so I have a lot of nostalgia for it and think it’s a fab game.
Great vid as always ❤
GBC there is no gba version.
I remember Link's Awakening being kind of an oddball game when it came out, so I didn't play it (I also only had a GameBoy for a limited time). However, I did play the Switch remake and I'm so glad I got to experience it. However, I am now a bit spoiled by the extended button availability, as I've gone back and am playing the Oracle games on NSO, which use the GameBoy's original two-button layout.
Love this series! Good shit!
Links Awakening on GB was my first Zelda game.
And Tail Cave was my first dungeon...
the secret seashell behind the bombable wall is in a chest, yet the compass does not show it on the map as a chest so that first time players will not be confused as to how they are supposed to break the wall and get said chest. they changed this in the remake to have the chest visible on the map.
the remake also does not let you get the bombs before the dungeon either however this was apparently a bug fix from the original.
Hi, I am a lot of People. Link's Awakening DX was my first video game EVER. I have been waiting for the deep dive into the Dungeons for a while. I honestly am not sure how I figured out Mushroom to magic powder at the start of the game. Cause I just grabbed the mushroom and gave it to the Witch.
But I do have fond memories of playing this game.
Man, that bombable wall...what a pain in the tail!
Hi! I love your videos, I'm really looking forward to this series. Moreover Link's Awakening is my favourite Zelda (with Minish Cap) and I admire how its dungeons are so well crafted.
However, sometimes, when I don't remember the dungeons well (I played the games decades before, while these dungeons are fresh in your memory when you edit your videos), they sound like the summary of a walkthrough along with footage, even if I recognize that there are often some interesting elements of analysis here and there. It would be great if you displayed the map of the dungeon a bit more often and draw your path on it gradually. I know that you already display the dungeon map sometimes, but the more you show the map, the more we consider it from an analytical point of view, the less it feels like just watching a walkthrough. I'm a huge fan of Zelda dungeons, I spend a lot of my free time analyzing them and discussing their design with other fools, so if even I feel this need to follow you, maybe it will help a lot of people. (Or maybe people just rejoice that you are talking about Zelda, regardless of your point?) Maybe also a diagram like those of Mark Brown (Game Maker's Toolkit) could be relevant? I don't know. Or is that asking too much? xD
Again, looking forward to this series :)
Hi! Thanks for the feedback. I’ve definitely held back on the maps a bit out of worry that the video won’t be visually as interesting that way, but I’ll definitely consider trying to work it in more in the future. Cheers
In anticipation of the next video in this series and based on your talk of combat scenarios allowing esoteric items like the Roc's Feather to shine, I have this question for you. The Genie, Pumpkin Head, Ramrock, and Oracle of Seasons' rendition of Dodongo. Which of these bosses do you think best made use of the Power Bracelet/Glove in combat?
This is a good question. I’m not sure I have an answer yet but I’ll ponder on it as I make my way through those bosses down the line
What perfect timing! I just started replaying the switch version a few days ago. My first play through was during a tonsillectomy recovery so I’m excited to play again and hopefully cure my association of this game with that awful time 😂
Anyway, yeah Tail Cave is great. I love the way they made the Moldorm fight reasonable but didn’t dumb it down. The mini boss is also cool, and the roc’s feather is such a good first dungeon item.
For some reason I keep forgetting LA is years older than OoT. It is an impressive game for an 8bit handheld, glad the remake gave me the opportunity to discover it.
I was going you'd cover this game next!
Are there any plans in the works to look at the dungeon design of The Minish Cap? That was my first Zelda game, and I still love coming back to it. It's super underrated.
The plan is to do every Zelda game, so yes
Thank you for noticing that there are parts of the original game‘s music that are better than the nice - but in parts flawed - remake versions. Very obvious to me in the overworld and the boss music, for example. Art style and music downplay the drama and epic adventure in some songs. I love the original (the original is the most dramatic experience and the only version that has humorous naughty content, especially in the German translation) and the remake equally, while the DX version (that I never played) nails the perfect ending best imo (saw it on RUclips, the DX version brings best to the forefront what I believe is what the perfect ending intents to be).
links awakening on the gameboy was the first game i ever played.
and the remake? the remake came out on my birthday of 2019.
it was.... beautiful.
Another great video.
The legend returns
The reason Link's Awakening seems to have more love and care. Also, more life. Even for the old Gameboy game. It is because Link's Awakening was actually a fan game made by members of the dev team that worked on Zelda.
Rather upset with the fact they were shot down each time they wanted to try something new. So they all worked on their own game off the clock.
Well, their off-duty hobby turned out to be a stroke of luck. As Nintendo needed a Zelda game for the Gameboy. So with their HALF Finished fan game. They showed it to management. Well, being they had no other ideas. They greenlit the game to be official and got Nintendo's support. Thus we got Legends of Zelda: Link's Awakening.
And yes, this game did a lot of different things. Now more modern Zelda games take advantage of. If Link's Awakening did not happen. A lot of elements we love. Would never happen.
Oh man, you already did the review of this boss when I made the comment on the full SNES zelda game.
... and said what I said regarding the versions.
I think the boss here in the GB game basically punishing you for spamming shield, as while you don't take damage, getting in the way is a good way to get pushed off, and the lack of player health made young me really cautious for this fight.
Roc's Feather as Dark Souls Roll wa not an idea I had learned yet.
The original game was my first Zelda and that game‘s Moldorm with most of the surrounding tiles being big chasms gave me a hard time, got knocked to the cavern below a lot. I wish it would be like that in the remake. They made him and the eagle too easy for my liking in the remake.
When you said “Yoshi doll” I been playing yoshi’s wooly world.
The remakes music is too good to describe
You CAN get bombs before Tail Cave in the GB version, you buy the shovel then bombs appear in the shop.
Fair enough, though I’m not sure how many players are going to amass and then shell out the minimum 210 rupees that are required for them that early on in the game, especially without prior knowledge
@@CaptBurgerson without know sure, but I hate having to go back to Tail cave that much that I spam the Trendy Game for ruppees
@@s.clohossey4240 I can’t say I blame you there haha
the music slaps KEK
I hope you do the oracle games at some point. I love the dungeons of those games.
That’s the plan!
I did not know there was a Game and Watch version of Link's Awakening!
That would be the 35th anniversary Zelda Game & Watch, which actually included Zelda 1 and 2 as well as Link’s Awakening… and also a clock feature I guess haha
That manga style opening makes the switch version astounding! Could watch it over and over. Will love all the art iterations of this game. Great vid as ever!
What a great video
The Remake is so CUTE❣️❣️❣️
And a great game to play.
It makes making progress so natural, the opposite of handholding.
Such an incredible game to play on the Original Gameboy
they should of segmentented the world into larger chucks instead of just full no screen transitions
would of preserved the "vibe" and prevented the lag from seeing areas you cant even get to from the room you are currently in
actually exactly what dungeons do lmao
doorways are transitions
open walls are free scrolling
Man, now I gotta buy Links Awakening..
Are you going to mention the dungeon maker for the Switch version?
Yes
Is it just me, or is the original boss theme better than in the remake
Last I checked the Game Boy sold 118.69 units....nice.
I'm hoping they remake the Oracle games this way!
"OUTSIDER!"
Link's Awakening DX came out on GBC, not GBA
That’s correct. I simply misspoke while recording my narration and didn’t catch it until after this video went live
hmmm big egg.
*E G G*
I thought you said that you would do skyward sword next?
There seems to be some confusion about that. The video that I said that was a compilation of videos I made three years ago. (Hence saying Skyward Sword HD “just released”)
As such, those skyward sword videos are in fact already done. You can browse the channel to find them or wait for the compilation of that if you’d like
oh ok thanks!
For me Tail Cave actually WAS the first dungeon ever... Link's Awakening was my first Zelda back then and even one of the first games i ever played. It is one of my fav Zelda games until today... i don't like the remake, though. It is way too cartoony for such a sad and sombre game...
I hate fighting Moldorms in any 2D Zelda. There just annoying and never a real challenge. Plus there a heaps of first bosses in Zelda that despite being easy, are way more fun to take down.
Would you like to go join zelda to create a new game
With great dungeons ..
Eiji called you and told you to join the dungeon development ....... answer is 100 words about your idea of creating thr best dungeon the history has ever seen
😍
don't know if this is a hot take I really don't like the Switch version, for me GBC Links Awakening DX is the best version
i should of made a comment to branch off of first lol
im gonna get my bitching out on the remake here and hopefully i wont get into it on the next videos
ill never understand why they gimped the walking controls so much in this game
they nailed it with albws and then again in tfh (which grezzo worked on btw)
and then here they limited it to 8 directions, mapped movement to the joystick, and they dont limit jumping to the 8 directional movement
to clarify
the difference between albw and lans is that in albws it only effects link if you stop moving
in albws you can walk in any direction you want but as soon as you stop. link snaps to the nearest cardinal and diagonal direction
this meant you didnt have limited movement AND you wouldnt have to precision shot things like the bow
in lans you are always limited to the 8 directions (unless you are jumping)
and to make it worse they mapped movement to the joystick instead of the dpad
idk if you have ever played a game that intended you to use a dpad
but its miserable playing something like a gba game on a joystick
and about the jumping
why?
why can you precisely control link while jumping but not while walking?
the other control changes are great though
it just sucks that they screwed up something as simple as walking
oh and if its a "being faithful" thing
maybe they shouldnt of gutted the overworld scene transitions?
maybe they shouldnt of made some of the music really good and then others sound like a child smashing a piano / bagpipes? (god that boss theme)
about the artstyle and music
i think the graphics are neat
the clay diorama thing is neat
feel like it hurts the serious vibes that the original had
as other people has said
they should of made the game look like that opening segment
the music is just all around mixed signals
between being serious as hell and... trash... for lack of a better word