Development:The Legend of Zelda: Link's Awakening (Game Boy)/Maps
This is a sub-page of Development:The Legend of Zelda: Link's Awakening (Game Boy).
To do:
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List of MAP files All the MAP files organised into a list. |
Contents
- 1 Hyrule Map
- 2 Koholint Island
- 2.1 7.MAP
- 2.2 11.MAP
- 2.3 11.MAP.BAK
- 2.4 12.MAP
- 2.5 12.MAP.BAK
- 2.6 35.MAP
- 2.7 35.MAP.BAK
- 2.8 46.MAP
- 2.9 46.MAP.BAK
- 2.10 50.MAP
- 2.11 50.MAP.BAK
- 2.12 56.MAP
- 2.13 56.MAP.BAK
- 2.14 57.MAP
- 2.15 57.MAP.BAK
- 2.16 58.MAP
- 2.17 58.MAP.BAK
- 2.18 59.MAP
- 2.19 64.MAP
- 2.20 64.MAP.BAK
- 2.21 67.MAP
- 2.22 67.MAP.BAK
- 2.23 70.MAP
- 2.24 70.MAP.BAK
- 2.25 71.MAP
- 2.26 71.MAP.BAK
- 2.27 72.MAP
- 2.28 72.MAP.BAK
- 2.29 77.MAP
- 2.30 77.MAP.BAK
- 3 Catfish's Maw
Hyrule Map
As seen in various pre-release screenshots, Link's Awakening originally began life as a shrunk-down version of A Link to the Past. The main map for this iteration of the game was found in the 2020 Nintendo leaks. There are a few places where the map doesn't cleanly line up exactly. The above image has been modified to give a better idea of what this map would have looked like if it had been cleaned up some. Many locations on this map seem to be inaccessible due to trees and the lack of bridges, with some maps having alternate variations of varying levels of completion.
The dates for this map range from March-November 1992. A rundown of the various areas, and some of the interesting things about them:
Lost Woods
1.MAP.BAK
16 March 1992 03:21 |
1a.MAP.BAK
16 March 1992 03:26 |
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9a.MAP.BAK
21 July 1992 04:43 | |
The first map shows an interesting quirk which is seen in a quite a few of the maps. It covers the span of a 2×8 screen grid, and lacks splits to indicate screen transitions. This could possibly indicate that smooth scrolling was considered at one point, but it's far more likely that they just hadn't divided the maps out yet.
The bottom-right screen of the later version specifically was seen in a pre-release screenshot.
2.MAP.BAK
16 March 1992 03:21 |
2a.MAP.BAK
21 July 1992 04:15 |
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10a.MAP.BAK
21 July 1992 04:32 | |
The earlier version has exits to the south and east, much like ALttP.
Death Mountain
5.MAP.BAK 25 Feb 1992 23:36
One of the few 2×8 map files to not have an updated variation. The upper bridge was also seen in a pre-release screenshot. While thematically similar to Tal Tal Heights in the final, the skyline was completely changed from mountains to clouds.
Kakariko Village
25.MAP.BAK
26 February 1992 20:46 |
25a.MAP.BAK
15 March 1992 20:04 |
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33a.MAP.BAK
15 March 1992 20:07 | |
Kakariko Village, unsurprisingly, was retooled into Mabe Village in the final. The bottle salesman's bottles didn't make the transition, however.
26.MAP.BAK
26 February 1992 20:46 |
26a.MAP.BAK
15 March 1992 19:56 |
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Bizarrely, only the top half of this part of the map was updated, as there is no "34a.MAP.BAK".
27.MAP.BAK
15 March 1992 20:04 |
27a.MAP.BAK
28 July 1992 00:46 |
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35a.MAP.BAK
15 March 1992 23:49 | |
The Dwarven Swordsmith's house. Seems to be rather unfinished in the earlier version, seemingly being based on the Death Mountain map, with the Tower of Hera clearly peaking through. The later version retools this area into a dungeon entrance, possibly a predecessor to Tail Cave.
42.MAP.BAK
22 July 1992 04:20 |
42a.MAP.BAK
23 July 1992 04:16 |
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Area directly south of Kakariko. Strangely, the trees in the bottom-right corner were removed, making for less interesting terrain.
43.MAP.BAK
22 July 1992 04:17 |
43a.MAP.BAK
23 July 1992 02:30 |
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This change carries over into the Haunted Grove map. Not much more to say about it.
Hyrule Castle
28-1.MAP.BAK
19 March 1992 00:58 |
28a.MAP.BAK
28 July 1992 19:09 |
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36a.MAP.BAK
28 July 1992 23:51 | |
The earlier maps once again make use of a larger space than what is possible in the final game, though this time it also applies to both iterations of the map. For the sake of clarity, this is just the left side of the castle.
The older version looks significantly closer to Hyrule Castle than the later iteration, likewise featuring three entrances on the second floor, along the back wall of the castle. As one might assume from the tiles used, Hyrule Castle would be repurposed into Kanalet Castle in the final. This becomes much more obvious in the updated iteration, which much more closely matches the final layout, though it still has some unique elements such as what appears to be a bombable wall.
29.MAP.BAK
19 March 1992 01:18 |
29a.MAP.BAK
29 July 1992 01:39 |
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37a.MAP.BAK
29 July 1992 05:38 | |
The actual right side of the castle. The spacing on the castle seems to have been tweaked a bit compared to what was present on the left side's map. The older iteration is bit lacking in decorations, but opens out east. The updated version adds another bombable wall, and makes the bridge and right side more appealing. However, it also closes off the right side with trees.
45.MAP.BAK
22 July 1992 04:32 |
45a.MAP.BAK
22 July 1992 05:43 |
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Link's House, presumably. The path to the east was blocked off in the updated version.
Eastern Area
22.MAP.BAK
23 July 1992 02:55 |
22a.MAP.BAK
29 July 1992 06:29 |
---|---|
This part of the map didn't change much, with the only real difference being the eastern side being tree'd off.
23.MAP.BAK
23 July 1992 03:17 |
23a.MAP.BAK
24 July 1992 00:57 |
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The northern wall, which is a little bare in the earlier iteration was given more decoration in the newer iteration, with the addition of waterfalls. Also present in the updated version are some experiments with alternate designs for the Potion Shop placed outside of the map space.
The tree growth as seen on the previous map carries into this one as well.
38.MAP.BAK
23 July 1992 02:27 |
38a.MAP.BAK
23 July 1992 02:43 |
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East of Hyrule Castle. The bridge connecting it to said castle was removed in the newer version, and an oddly-placed dirt path was corrected to water.
46.MAP.BAK
22 July 1992 21:24 |
46a.MAP.BAK
23 July 1992 02:27 |
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South of the above map. Similar changes to it as well.
46a1.MAP.BAK 23 July 1992 02:54
An alternate version with tweaked proportions on the bridge and such. It seems to have been based on the newer iteration, as the trees that were added there are also present here.
32.MAP.BAK
21 February 1992 02:07 |
32-1.MAP.BAK
21 February 1992 03:57 |
32a.MAP.BAK
23 March 1992 01:39 |
---|---|---|
40a.MAP.BAK
23 March 1992 21:57 | ||
Entrance to Eastern Palace. The second version, despite appearing much more primitive than the first, has a slightly newer date. Other than that, usual screen divisions were added.
Desert of Mystery
50.MAP.BAK
27 February 1992 02:15 |
50a.MAP.BAK
30 March 1992 21:53 |
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59.MAP.BAK
5 March 1992 19:11 | |
The Desert of Mystery, which manages to look even more barren than its SNES counterpart. As with Kakariko Village, the bottom-left corner was never given an updated version with screen splits.
Great Swamp and Lake Hylia
53.MAP.BAK
27 February 1992 05:07 |
53a.MAP.BAK
22 July 1992 01:09 |
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61a.MAP.BAK
22 July 1992 01:09 | |
The Great Swamp, with ponds and long grass as expected, and some peculiar Mario statues. The earlier iteration mirrors the ALttP layout much more closely, with the way to Lake Hylia being open in the south. Incidentally, 61.MAP.BAK does exist, but it is identical to what is seen in the earlier iteration above. The later iteration blocks off Lake Hylia, and relocates the dungeon entrance. The design used here would be revised and used in the final game for the Key Cavern.
61a1.MAP.BAK 21 July 1992 23:04
An alternate version of the bottom half, with only a few minor positioning tweaks.
54.MAP.BAK
8 March 1992 21:59 |
55.MAP.BAK
9 March 1992 01:23 |
54a.MAP.BAK
8 March 1992 22:03 |
55a.MAP.BAK
9 March 1992 01:27 |
---|---|---|---|
62a.MAP.BAK
8 March 1992 23:56 |
63a.MAP.BAK
9 March 1992 01:30 | ||
Lake Hylia didn't see many changes, other than the layout of the islands in the center.
Koholint Island
GBzelda/m/new has early layouts for Koholint Island.
7.MAP
11.MAP
11.MAP.BAK
12.MAP
12.MAP.BAK
35.MAP
35.MAP.BAK
46.MAP
46.MAP.BAK
50.MAP
50.MAP.BAK
56.MAP
56.MAP.BAK
57.MAP
57.MAP.BAK
58.MAP
58.MAP.BAK
59.MAP
64.MAP
64.MAP.BAK
67.MAP
67.MAP.BAK
70.MAP
70.MAP.BAK
71.MAP
71.MAP.BAK
72.MAP
72.MAP.BAK
77.MAP
77.MAP.BAK
Catfish's Maw
In \other\NEWS\テープリストア\NEWS_04\home\arimoto\GB-zelda\d are MAP files that all seem to be early layouts of Catfish's Maw. The files d-a.CGX.BAK and d-a.PNL.BAK, in the same folder, are being used for them as they seem to fit really well, although I haven't tested every CGX/PNL combination.
50.MAP-56.MAP | 50.MAP.BAK-56.MAP.BAK |
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- Close to final, but still very rough with several empty rooms.
- The Backup version has blocks instead of the bridges you extend with the Hookshot despite one being used in the Nightmare Key room.
- The room after fighting Master Stalfos for the first time has a layout that's still left unused in the final game.
- The rooms where you fight Master Stalfos don't have the blocks labeling which order you fight him in, and they have wall torches which were likely removed to save space for collision data as the other rooms became more complex.
- The 2nd Stalfos fight room has a path leading upwards.
- The pool leading to the Nightmare's Key is larger.
60.MAP-66.MAP | 60.MAP.BAK-66.MAP.BAK |
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- Appears to be an even older version of Catfish's Maw with a seemingly different route.
- Several errors were fixed from the Backup version.
- The miniboss rooms have a different floor design with Gohma's room not being present at all. perhaps it was in a different dungeon?
- The large open area was completely changed, and seemingly requires the Hookshot unless the stairs lead to the room with the crystal switch.
- The entire dungeon has a shallow river flowing through it. this was removed and brought back later in the final version.
- The room left of the room with the boss door ends and has a staircase with no way to get to the room to its left. Perhaps this was an error, or that room was added later?