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The Legend of Zelda: Link's Awakening (Game Boy)/Version Differences
This is a sub-page of The Legend of Zelda: Link's Awakening (Game Boy).
To do: Compare the European and Canadian French scripts. |
There are a multitude of differences between the many revisions of the game.
Contents
- 1 Introduction Background
- 2 Title Screen
- 3 The Hippo
- 4 The Mermaid
- 5 Trendy Dog
- 6 Cave Pit
- 7 Bottle Grotto
- 8 Key Cavern
- 9 Angler's Tunnel
- 10 Unused Room in Eagle's Tower
- 11 Ending
- 12 Link's Awakening DX
- 13 Bug Fixes
- 13.1 Invisible Tiles Bug
- 13.2 Fishing Bug
- 13.3 Level 1 Dungeon Bug
- 13.4 Map Bug
- 13.5 Screen Warp Bug
- 13.6 Characters Talking on the Map Bug
- 13.7 Introduction Bug
- 13.8 Freeze The Blocks Bug
- 13.9 Two Shovels Bug
- 13.10 Book's Shadow in the Library
- 13.11 Water Ripples Animation Bug
- 13.12 Seashell Gauge Palette Bug
- 13.13 Map Cursor Bug
- 14 Virtual Console Changes
Introduction Background
Japan | International |
---|---|
The background in the introduction sequence has been changed for the international versions of the game. The somewhat odd-looking trees were turned into palm trees, and the shadows they cast have been redrawn. This difference also carries over to the DX versions.
Title Screen
Japan | International |
---|---|
The title logo in the Japanese version includes the Game Boy logo, while the subtitle is stylishly done in an image of an island surrounded by palm trees and seagulls.
The Hippo
Japan/France/Germany | US |
---|---|
The Hippo in Animal Village has breasts and a sheet in the Japanese version, the implication being that she's doing some artistic nudity for the painter. This was changed in the American version to remove the breasts and sheet.
Japan/France/Germany | US |
---|---|
This explains why the Hippo sits down when Link comes in: she's covering herself.
This censorship doesn't exist in the original French and German versions, which appear to have been based on the Japanese game. However, in the DX versions, the censorship is back in. Interestingly, the 2020 Nintendo "gigaleak" includes some messages implying this was originally meant to survive in the English version too.
The Mermaid
Japan/France/Germany | US |
---|---|
In the Japanese version, the mermaid's missing item was actually her bikini top. This was evidently deemed too "racy" for American audiences, and it was changed to a necklace in subsequent releases. The text icon was also modified accordingly.
The original French and German versions don't have this censorship, but the DX French and German versions do. The DX French and German versions also updated the text to make it similar to the English script. Like the hippo, the 2020 "gigaleak" includes uncensored dialogue for the mermaid:
Japanese | Basic translation | Early English | Final English |
---|---|---|---|
いりえで およいでたら みずぎを なみに、さらわれちゃったの. . . みつけてくれたらねー、わたしの XXX あ. げ. る! |
When I was swimming in the bay, the waves swept away my swimsuit... If you find it, I'll give you my [censored]! |
When I was swim- ming in the bay, a wave came and took my swim suit top... If you find it, I will give you... XXXXX. |
When I was swim- ming in the bay, the waves took a very important necklace from around my neck! If you find it, I will let you take a scale from my tail! |
Also, when you dive underwater near the topless mermaid:
Japanese | Basic translation | Early English | Final English |
---|---|---|---|
キャーッ! エッチ! エッチー! |
Kyaa! Pervert! Perveeert! | Hey! Quit it! |
I have already looked around here! |
Original | DX | |
---|---|---|
French | Petit coquin! |
J'ai déjà cherché par là |
Basic translation | You little rascal! | I've already looked there |
Original | DX | |
---|---|---|
German | Hey! Laß das, du Strolch!!! |
An dieser Stelle habe ich schon gesucht. |
Basic translation | Hey! Knock it off, you rascal!!! | I've already looked in that place. |
Trendy Dog
JP revision 1.0 | Later revisions |
---|---|
The dog outside the Trendy Game Shop starts in a different position in the first release (JP 1.0) of the game. Probably, you would carelessly hit it while trying to cut the bushes and get bitten by it in return.
Cave Pit
JP revision 1.0 | Later revisions |
---|---|
A nasty little bit of layout failure: once you fall into the pit on the left, there's no way out. Thankfully, this was fixed for all other revisions.
Bottle Grotto
JP revision 1.0 | Later revisions |
---|---|
In the first release of the game, you can go east of this room without the Power Bracelet. This was changed for every other version of the game by adding two more jars at the bottom of the screen.
In addition, the number of times the boss' bottle has to be thrown isn't the same in all the versions. In the Japanese and American versions, you have to throw it three times before it breaks; in the French and German versions, you only have to throw it twice. This difference still remains in the DX version.
Key Cavern
JP | NA | French | German |
---|---|---|---|
In every version of the game except for the English releases, the Key Cavern minimap is split into two floors. For some reason, the English localization team smashed the two floors together on the minimap.
This change also applies to the English DX versions of the game.
Angler's Tunnel
JP 1.0, NA 1.0 & 1.2 | Other revisions |
---|---|
In the revisions JP 1.0, NA 1.0, and NA 1.2 of the original game, it's possible to jump across the water with the Pegasus Boots. This can lead to an unwinnable situation where you run out of keys in the dungeon and can't get more. This was fixed in other revisions of the game by adding two more deep water tiles, which makes it impossible to access this door without the Flippers.
Unused Room in Eagle's Tower
JP revision 1.0 | Later revisions |
---|---|
For some reason, this inaccessible room was given a cosmetic upgrade for later revisions of the game.
Ending
JP revision 1.0 | Later revisions |
---|---|
Takashi Tezuka's given name is spelled with Kunrei-shiki romanization in JP revision 1.0. All future revisions change this to the more common Hepburn style.
Link's Awakening DX
When Link's Awakening was colorized years later, there were other noticeable changes made to the game besides the obvious.
Cosmetic Adjustments
The DX version has a few graphical touchups. For example, the island's egg has clouds surrounding it on the title screen, the trees' spirals look jagged and less like those seen in A Link to the Past, the grass has more details (which reverts if played on a Game Boy or Super Game Boy), and a "chimney" (which is actually the well tile) was added to Grandpa Ulrira's house for decoration. A Super Game Boy border was also added, although it defaults to standard shades of green as the color palette.
Original version | DX version |
---|---|
In addition, the HUD is one pixel more to the left in the original version compared to the DX version. The HUD was probably moved so that the letter "B" is not as close to the edge of the screen anymore. The sub-screen also no longer scrolls in and out of view (presumably because the DX version needs to use a different palette for the sub-screen, which would be hard to achieve while scrolling) – it now fades in and out, and information such as remaining Pieces of Heart, number of photographs out of 12, and Link's clothing color can be seen if the player presses Select.
Original version | DX version |
---|---|
While only relevant in the English versions, the Piece of Heart graphic seen in the dialogue boxes was moved a bit to the right in the DX version so as to not intrude on the text like it did in the original release.
The Photographer
One of the more significant additions to DX was the photographer, a strange mouse who shows up periodically when a "photo op" arises. The photographer's involvement is optional, but he can take pictures of specific moments in Link's travels if he is at a certain time and place (meaning that some photographs are permanently missable). There are up to 12 slots that can be taken for Link's personal album, with one picture having two outcomes.
His sidequest activates once Link visits him, but the picture taken if Link steals will occur regardless of whether Link has met the photographer.
Original version | DX version |
---|---|
In the original version, the screen containing the photo studio was an empty field with a single Moblin wandering around. The interior of the studio (located, map-wise, just below the quints' house) was simply yet another of the game's many inaccessible, empty filler rooms.
A new NPC introduced for one photo opportunity is a Zora in the Animal Village, which only appears after the Magnifying Glass is obtained. It also offers a useful hint about obtaining the Boomerang (which, as in the original version, is tucked away in a cave you'd be pretty unlikely to visit at that stage of the game). Amusingly, while this Zora is invulnerable to standard sword swipes, you can still murder it with any other weapon (though it respawns if you exit and re-enter).
Color Dungeon
The Color Dungeon (labelled "L-0") can be accessed at any point after returning BowWow, as long as Link does not have another companion with him. It is located in the southeast Cemetery screen with the five tombstones, and Link must push them in a certain order to uncover the staircase to it. This is also hinted in a new book added to the Mabe Village library requiring the Pegasus Boots.
Once entered, two NPCs will check if the game is played on a Game Boy Color and up, or else progress is halted. It includes new enemies and three bosses, and ends with the Fairy Queen giving Link a permanent upgrade to the Red or Blue Clothes, which increase sword power and defense respectively and can be stacked with the Guardian Acorn or the Piece of Power and Level 2 Sword. Link can see the Fairy Queen again to change his current clothing.
This addition also inadvertently created a new glitch, in which Link can change his tunic on the overworld if the 90th defeated enemy has a certain internal value.
Dungeon Hints
Original version | DX version |
---|---|
All dungeons barring Angler's Tunnel have additional hints. Since it would be inconsistent for a single Stone Fragment to fit several different Stone Slabs, the Stone Slab and Fragment from the original were replaced with the Owl Statue and Beak.
Treasure Chest Changes
Most of the dungeon levels have differences in treasure chest contents. These are all between the original and Color version of the game. Slab Fragments are listed as (Owl Beak) for the sake of convenience.
The Genie
The fireballs of the Bottle Grotto's boss had their firing speed slowed down for the DX version. In the original, he fires every 30 frames (1/2 second), whereas in the DX version he fires every 45 frames (3/4 second).
Also, in the French and German versions of DX, both the Genie and his bottle have less HP; the bottle only needs to be thrown into the wall twice, instead of three times like in the Japanese and English versions.
Moreover, an additional line of dialogue has been added whenever the bottle is stunned:
. . . . ! I can't move! But I am still all right. Your little sword won't break this bottle!
The Seashell Mansion
The Seashell Mansion was silent and enigmatic in the original version, but several new lines of dialogue have been introduced. The final line is provided when you enter with 20 or more shells.
I am the spirit of the mansion. I have been waiting for someone to overcome the darkness. Find all the secret shells and go through the gate to receive the ultimate sword!
Hmmm. No response. You must not have enough shells.
My job here is finished.
Eagle's Tower Map
In the original, the floors on the map were marked with 1F, 2F, etc. Due to the PUSH SELECT notice in the DX version, there is not enough room to display the labels as the map needed to be moved.
Original version | DX version |
---|---|
However, the labels are still in the DX version and can be seen in their original positions by setting A8AB to 0x00, which will remove the map.
The Ending
The game's ending is different if cleared with a no-death file. Originally, the game went to a black "The End" screen, then Marin briefly appears with a set of wings while singing, indicating her survival in some form.
In the DX version, "The End" is shown against the still sky, then a portrait of Marin shows up in the sky accompanied by a short rendition of Ballad of the Wind Fish. The image and song soon fade away into a seagull who flies away, instead implying that she reincarnated into that seagull, followed by a message from the developers at the end.
Original version | DX version |
---|---|
Both endings suggest that Marin's wish to see the world beyond Koholint came true. The original extended ending is still available if the game is played on a Game Boy or Super Game Boy, also removing the bonus message. The game also includes additional credits for the remake team.
The Credits Song
There's a slight variation in the way the credits song finishes. Because of the extra staff names, the credits and music had to be extended in the DX remake. So the way the song transitions from the main melody, to the closeout melody was changed too. In the original release, the closeout melody starts to play around the 13 second mark, and the DX remake starts at about the 37 second mark.
Link's Awakening
Link's Awakening DX
Text Changes
Some text changes were made between the original game and DX.
One was presumably put in to give an early hint about repelling the sea urchins, and one fixed a typo.
Original | DX |
---|---|
You got your Shield back! You can use it to flip enemies! |
You got your shield back! Press the button and repel enemies with it! |
If you hold the Button down, you can defend your- self from enemy attacks, and you can fillip some enemies, too... |
If you hold the Button down, you can defend your- self from enemy attacks, and you can flip some enemies, too... |
Richard's dialogue from after you accept his mission was sadly made much more generic. The original dialogue is actually closer to what he says in the Japanese version and the new text doesn't mention anything that the older one doesn't, so who knows why this change was made.
Original | DX |
---|---|
Smashing! To tell you the truth, there are five leaves, and I want them all! Okay, you'll need to do some dig- ing, so buy a shovel! Are you off then? Good luck! |
I am impressed. There are five leaves in all. Remember to buy a shovel on your way back. |
An Owl hint after D6 was simplified, so that it gives only one direction to the player instead of two.
Original | DX |
---|---|
The going is much more trying from this point! You have only two more tasks to accomplish! The first is in the east part of the mountains, the second in the west. Go! The Wind Fish grows restless! |
Hoot hoot! Your path is not easy, but you are almost there. Go east. The Wind Fish is getting restless. |
Kiki the monkey originally (presumably) made a reference to a classic rock band, but this was removed in DX (and a missing exclamation mark was added).
Original | DX |
---|---|
Oooh! Ooh! Kiki! Monkees! Come! Repay him! Kiki |
Oooh! Ooh! Kiki! Monkeys! Come! Repay him! Kiki! |
Two text changes were also made in the last revision (1.2) of DX, to fix typos in the script:
Earlier Revisions | DX Revision 1.2 |
---|---|
It will take effect when you lose all heart! |
It will take effect when you lose all hearts! |
How did I know your name? You think it's weird eh? Well, I saw it on back of this shield! |
How did I know your name? You think it's weird eh? Well, I saw it on the back of this shield! |
Skipping Messages
In the original versions of the game, it is possible to skip through the acquisition text of the Pieces of Power and Guardian Acorns. This is not possible in the Japanese and English DX versions, although it is possible in the German and French versions.
Cukeman Dialogue
If you use Magic Powder on a Buzz Blob, it turns into a Cukeman, who says four messages on loop when spoken to. The original Japanese dialogue appears to be an in-joke by one of the developers ("R-Moto-isms", as they're called), so the translators mostly did their own thing. The English dialogue is thought to be referencing the upcoming Nintendo 64, while the German dialogue infamously has explicit references to sex and war, which were swapped out for the later DX translation.
Bug Fixes
Oddly, some of the bugs fixed in NA 1.1 reappear in NA 1.2. The 1.2 revision seems to be an update of the first North American release instead of the revised 1.1.
Invisible Tiles Bug
In the original (non-DX) versions of the game, if you manage to get more than 14 hearts (there are many ways to achieve this) and then die, choose "Save and Quit" and try to start a new game or load a different save file. All the background tiles will disappear, and you will only be able to see the monsters and "important" items. You can delete the faulty save file to stop this madness.
If you try to trigger this bug in the DX version, you won't be able to load any of the save files or start a new game until you delete the faulty file.
Fishing Bug
Present in: (Original) JP 1.0, NA 1.0
Immediately after quitting the fishing minigame, when the fisherman is done telling you to "live a little", bring up the Save & Quit menu. Selecting "Continue" will drop you off in the fishing map with normal controls. You can swim around here if you have the flippers. Exiting to the left brings you to the raft house, and exiting to the right brings you to BowWow's kennel.
Level 1 Dungeon Bug
Present in: (Original) JP 1.0, NA 1.0, NA 1.2
Fall down the pit in the Moldorm boss room, and hold Up + the Roc's Feather button. You'll warp into a bad map with no escape. This seems to be the same area without the "Side-Scroller Room" bit set.
Fixed in later revisions by adding warp data to this room. Exiting by jumping up will take you to the room outside of the Nightmare's Lair.
Map Bug
Bugged version | Fixed version |
---|---|
Present in: (Original) NA 1.0, NA 1.1, NA 1.2, French, German
A small bug with the map screen. After getting the Shield at the start of the game and hitting Select, the game will display your position at 0,0, instead of the correct location.
Interestingly, this bug seems to have been introduced in the localized versions of the game, as both of the original JP revisions display your position correctly.
Screen Warp Bug
Present in: (Original) JP 1.0, NA 1.0, NA 1.2
Definitely the most well-known of the Link's Awakening bugs, pressing Select just before entering the next screen will "warp" you. You'll enter the room at the X and Y position you were in when you pressed Select.
Characters Talking on the Map Bug
Present in: (Original) JP 1.0, JP 1.1, NA 1.0, NA 1.1, NA 1.2, French, German
Another bug using the Select button: when you try to talk to characters while opening the map, the dialog appears on the map which is then all screwed up. However, it only works with some characters, such as Marin and the Shopkeeper.
Introduction Bug
Present in: (Original) JP 1.0, JP 1.1, NA 1.0, NA 1.1, NA 1.2, French, German
Sometimes, when you open the Save Screen and choose "Save & Quit", if there were Octoroks on the map, the game introduction will screw up – rather than lightning, you will see something made of pieces of Octoroks.
Freeze The Blocks Bug
Present in: (Original) JP 1.0, JP 1.1, French
In Eagle's Tower, you can freeze the blocks' movement in the room where you find the Black Orb. To do this, you just have to enter the room, head toward the lever, press the Power Bracelet button and release it. The blocks will freeze and it will be easier to leave the room.
Two Shovels Bug
Present in: (Original) JP 1.0, NA 1.0
If you swap the shovel for the boomerang before you obtain the bow, you can get an extra shovel. Doing so will make one item inaccessible.
Book's Shadow in the Library
Bugged version | Fixed version |
---|---|
Present in: (DX) JP 1.0, NA 1.0
The book present on top of the bookshelf in the DX version's library casts a shadow, and when the book is lying on the floor Link can grab it with the Power Bracelet and attempt to lift it, but it's stuck.
Subsequent releases fix both those issues, but they introduce another change: Projectiles (such as arrows and hookshot) now bounce off the book instead of passing over it.
Water Ripples Animation Bug
Bugged version | Fixed version |
---|---|
Present in: (DX) JP 1.0, NA 1.0
The ripples surrounding objects in shallow water are not animated when playing on a Game Boy Color (on a Game Boy, the animation works correctly).
Seashell Gauge Palette Bug
Bugged version | Fixed version |
---|---|
Present in: (DX) JP 1.0, NA 1.0
The palette animation of the full Secret Seashell gauge is incorrect until the inventory or map is opened and closed.
Map Cursor Bug
Bugged version | Fixed version |
---|---|
Present in: (DX) JP 1.0, NA 1.0
The icon signifying your position on the map does not flash.
Virtual Console Changes
As with many other Virtual Console releases, a few changes were made to the 3DS Virtual Console rerelease of DX.
Text Changes
Game Boy Color | Virtual Console |
---|---|
YAHOO! I'm fine, and you?! | HELLO! I'm fine, and you?! |
YAHOO! I worked too hard and now my broom is worn to the handle! | HELLO! I worked too hard and now my broom is worn to the handle! |
YAHOO! YAHOO! A new broom?! For me? | YIPPEE! YIPEE! A new broom?! For me? |
YAHOO! A new broom! Superb! | YIPEE! A new broom! Superb! |
Grandma Ulrira's dialogue was changed, likely to avoid accidentally referencing the internet search company Yahoo!, which uses all-caps in its logo. The company was not founded until the year after the original release of the game. This change was reverted in the 2019 Nintendo Switch remake and in the Game & Watch: The Legend of Zelda version.
Screen Flashes
To do: GIFs. |
Screen flashes (for events such as capacity upgrades) were slowed down. Similar changes were applied to many other Virtual Console releases as well, due to concerns that the flashing may trigger epileptic seizures.
Spotlight
To do: Screenshots. |
The scene where Wart Mamu teaches Link his song had spotlights, which are not present in the Virtual Console version. The sequence originally flashed a black overlay at a speed quick enough to appear transparent; since the Virtual Console doesn't preserve the Game Boy's low refresh rate, leaving it in would potentially trigger epilepsy in some players.
German Localization Differences
The German localization underwent a few changes in the Virtual Console releases.
For example, BowWow was called "Struppi" in the original release but is named "Komet" in the VC version. Struppi is actually a reference to the Tintin comic books (Tintin's canine companion is called Struppi in the German translation and the title of the comic books includes his name - "Tim und Struppi") so this might have been due to trademark/copyright issues.
Crazy Tracy's name was also changed, going from "Geierwally" to "Trantrudi". "Geier" could be the short form of the word "geiern", which is the action of being disliked for asking another person for something, while "Wally" is an old fashioned female name. As for "Trantrudi", "Tran" could come from the word "Transuse", which is used to describe a person who is slow-minded, while "Trudi" is an old-fashioned female name. All and all, the reason for the name change is unknown.
These two changes are also applied to the Game & Watch: The Legend of Zelda German release, in addition to the Cukeman dialogue using the DX dialogue instead of the original dialogue.