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Literature Text
A S T H E Y E A R S P A S S . . .
On Febraury 21, 1986(6 years later on that day, I was born)Shigeru Miyamoto
and the staff of Nintendo took Miyamoto's childhood adventures and created
Legend Of Zelda. A game that(unlike no other) had a non-linear path(meaning
you could do things out of order) and multiple items that helped you pro-
ceed through temples and the expansive 8 by 16 overworld map. In the end,
after all 9 dungeons, you killed your arch-nemesis and soon to be overused
bad guy: Ganondorf Dragmire and saved the Princes Zelda (You're Link, not
Zelda, remember that!).
Then two years later after the game's release, Nintendo took another whack
at gaming by making Zelda II: Adventure Of Link. An extremely hard side-
scroller, Zelda II was the last and only Zelda game to include a level-up
system and RPG elements (such as spells and experience). The game actually
allowed you to jump and you had a puny little sword to jab with and shoot
beams if you managed to keep you're health full long enough to shoot it.
You also had a shield that only blocked one-half of Link's body, so you had
to constantly duck and stand in order to block low and high attacks. In the
end, you traversed through 6 palaces, inserting stones in statues as you go
just so you can gain access to the Great Palace and defeat two bosses to
wake up Princess Zelda. Bad game on on Nintedo's Part.
Three long years pass by before Nintendo finally releases the Super Famicom
System and (known as to be the GREATEST Zelda game in the world) Legend Of
Zelda: A Link To The Past! This game was huge in epic proportions and had
TWO world's to discover! The Light World(Hyrule at peace) and the Dark
World(A world ruled by Ganon). You also had a HUGE Inventory, several ex-
pansive dungeons to discover, and plenty of new features. ALTTP also intro-
duced BOTTLES! Where you can store multiple potions for manual future use.
No more waiting until you're dead! In the end, after an endless amount of
hours playing, you rescued the Maidens, defeated Agahnim twice, acsended
Ganon's Tower, and killed Ganon(again!). Awesome game on Nintendo's Part.
Finally we come to this game, Legend Of Zelda: Link's Awakening! Released
in black and white for the GB two years later, the game brandished new
features that would echo and annoy many Zelda perfectionists: Trading and
optional collectibles(in this game: Secret Seashells). These two new things
forced you to actually look around real hard for items that, in the long
run, gave you the 'ultimate' prize. The map (like it's ancestors) is sep-
erated into 256 individual squares on a 16 by 16 grid for easy programming.
You also dwelled through numerous caves, 8 dungeons, and collected sacred
instruments that, when the correct song was played,(You now have 3 songs
rather than the usual 'toot') would break open the Wind Fish's Egg and
allow you access to a endless maze with repeating rooms. If you got the
sequence right, you would fall into a pit and fight the final bosses, thus
beating the game if you emerge victorious. Five years pass before they re-
lease Link's Awakening DX, which patched all the good glitches (*cough*
Screen Warp *cough*), was now in full bloom and in color, had a Photo Shop
(where you can print pictures taken during specific situations via a Game-
boy Printer), the optional D0: Color Dungeon, and beautiful graphics! This
was, without a doubt, an awesome game to have on you're emulator... I mean
Gameboy and was well worth the free ROM, I mean paid cartridge(hey, those
are hard to find, you know!).
On Febraury 21, 1986(6 years later on that day, I was born)Shigeru Miyamoto
and the staff of Nintendo took Miyamoto's childhood adventures and created
Legend Of Zelda. A game that(unlike no other) had a non-linear path(meaning
you could do things out of order) and multiple items that helped you pro-
ceed through temples and the expansive 8 by 16 overworld map. In the end,
after all 9 dungeons, you killed your arch-nemesis and soon to be overused
bad guy: Ganondorf Dragmire and saved the Princes Zelda (You're Link, not
Zelda, remember that!).
Then two years later after the game's release, Nintendo took another whack
at gaming by making Zelda II: Adventure Of Link. An extremely hard side-
scroller, Zelda II was the last and only Zelda game to include a level-up
system and RPG elements (such as spells and experience). The game actually
allowed you to jump and you had a puny little sword to jab with and shoot
beams if you managed to keep you're health full long enough to shoot it.
You also had a shield that only blocked one-half of Link's body, so you had
to constantly duck and stand in order to block low and high attacks. In the
end, you traversed through 6 palaces, inserting stones in statues as you go
just so you can gain access to the Great Palace and defeat two bosses to
wake up Princess Zelda. Bad game on on Nintedo's Part.
Three long years pass by before Nintendo finally releases the Super Famicom
System and (known as to be the GREATEST Zelda game in the world) Legend Of
Zelda: A Link To The Past! This game was huge in epic proportions and had
TWO world's to discover! The Light World(Hyrule at peace) and the Dark
World(A world ruled by Ganon). You also had a HUGE Inventory, several ex-
pansive dungeons to discover, and plenty of new features. ALTTP also intro-
duced BOTTLES! Where you can store multiple potions for manual future use.
No more waiting until you're dead! In the end, after an endless amount of
hours playing, you rescued the Maidens, defeated Agahnim twice, acsended
Ganon's Tower, and killed Ganon(again!). Awesome game on Nintendo's Part.
Finally we come to this game, Legend Of Zelda: Link's Awakening! Released
in black and white for the GB two years later, the game brandished new
features that would echo and annoy many Zelda perfectionists: Trading and
optional collectibles(in this game: Secret Seashells). These two new things
forced you to actually look around real hard for items that, in the long
run, gave you the 'ultimate' prize. The map (like it's ancestors) is sep-
erated into 256 individual squares on a 16 by 16 grid for easy programming.
You also dwelled through numerous caves, 8 dungeons, and collected sacred
instruments that, when the correct song was played,(You now have 3 songs
rather than the usual 'toot') would break open the Wind Fish's Egg and
allow you access to a endless maze with repeating rooms. If you got the
sequence right, you would fall into a pit and fight the final bosses, thus
beating the game if you emerge victorious. Five years pass before they re-
lease Link's Awakening DX, which patched all the good glitches (*cough*
Screen Warp *cough*), was now in full bloom and in color, had a Photo Shop
(where you can print pictures taken during specific situations via a Game-
boy Printer), the optional D0: Color Dungeon, and beautiful graphics! This
was, without a doubt, an awesome game to have on you're emulator... I mean
Gameboy and was well worth the free ROM, I mean paid cartridge(hey, those
are hard to find, you know!).
Suggested Collections
Ripped from my PLA project, I took away the borders for easy reading. This was in compilation with the storyline to show where(in reality) Link's Awakening took place and the games before that and it was placed before the actual Hylian Time Line. This is more informative than the story I made.
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