What's going on boys and girls what's up we're all the Austin Jon plays here and
today we're going to target about the differences between the original Link's
Awakening the new one and some fundings that you can expect to explore on kho
hall in Ireland for those of you who played the original Link's Awakening on
the Gameboy or the DX version on the Game Boy Color
you may be wondering what's the difference between the original and this
brand-new version on the Nintendo switch and for those of you who are going to be
having your first experience on coholan Island there are some great things that
you're going to be playing through and experiencing for the first time on this
brand new adventure this is the second year in a row that Nintendo's given us a
brand new coat of paint on an original Gameboy Classic last year in 2018 we got
let's go Pikachu on let's go Evie that were a complete reimagining and just a
beautiful way to experience the first generation of pokemon red blue green and
yellow well it's 2019 and we're gonna be doing
that again originally released on the Game Boy then re-released on the Game
Boy Color now riri released on the Nintendo switch and I've combed through
every single little bit of footage and tweets and posts by Nintendo and III
presentations for all of this information here and I think it's gonna
be pretty advanced the original Link's Awakening had the most basic of pixel
art sprites and a screen by screen experience similar to Zelda on the NES
when comparing Link's Awakening to NES Zelda Link's Awakening has a much more
fleshed out story and a beautiful world filled with different areas that
intertwine with one another in a way that doesn't make them seem so cut off
from one another one of the most distinguishing parts of Link's Awakening
is the original characters including characters from other Nintendo games
have change how shy guys kirbys and even stomping on goombahs the remake remains
true to the original in quite a lot of ways but all the changes can be brought
down to two basic ideas the updated art style and quality of life improvements
you're no longer gonna be going square by square of areas to explore in the
overworld instead it's gonna be one large flushed out map you'll see every
character from that original pixelated design into
an adorable diorama style full 3d model and while view adventure the entire
screen presents a vignette of a depth of field meaning if it's far away it's
gonna appear blurry which can be mostly seen at the top and the bottom of the
screens one huge quality-of-life feature from the original and this may sound a
little foreign to people who have not played to the older Zelda games is that
many items that required you to pause the game and swap is no more you want to
lift a rock with the proper upgrade you just hit a in front of a rock and you
pick up the rock you want to block and attack your sword and shield are always
going to be equipped you want to charge an enemy with the proper upgrade you
just hold down el and you can run at it perfect now that the button count has
gone from 2 to 8 it's no longer a trivial often occurring task the sword
and shield power bracelet and Pegasus boots are always equipped is your action
button B is your sword R is to block else to run the Y and X buttons are
gonna be for your other items such as your magic power
rooks feather bombs shovel ocarina hookshot bow and arrow magic rod
boomerang and fairy bottles this remake adds a few items into the game from the
original one of the most notable is gonna be bottles there are several fairy
fountains in the game as well as specific enemies who drop fairies and in
the original it was just they refill your hearts but now you could bottle
them and use them for later as of now I've seen footage or mention of at least
two bottles in the game as opposed to the original map humming Gameboy we now
get a beautiful hand-drawn super detailed map that you can place down
markers just like in breath of the wild very useful if you're exploring a
dungeon and you see a wall that looks bombable but you don't have bombs yet
you just put down a marker and you'll be back no problem
the original had a couple of war points but with no interface and it seems like
now you're not only going to be able to choose which war point you want to go to
when you play the ocarina and the corresponding song to warp to but
there's also gonna be more warp points added and now there's a memories mode
which lets you see who you've spoken to and what they've told you as well as
help making a progress most likely with hearts and secret seashells down by the
seashore in the original game we only had 14
hearts which was much less than other Zelda games but on the switch that's
been increased to and the original there were 12 pieces of
heart and not very well hidden could that mean that we have more to search
out for an additional six hearts can mean 24 more pieces of heart to find
there's also a few additions in the game such as small pedestals in the house of
may village to play statues of various enemies in the game exactly what
functionality these have or where to get them we don't know quite yet if you
played the original Gameboy game but not the DX remake for the Game Boy Color
there was a new dungeon added called the color dungeon this is going to be making
a return as well in addition to the DX's color dungeon we also get a brand new
feature for you and your friends with Dante's dungeon editor located in tall
tall Heights there you can find Dante shack which replaces what was the camera
Hut in the DX version so sorry mr. rat friend there you could create your own
dungeons and Link's Awakening switch and see how fast you could beat them while
it's definitely not as detailed as Mario maker I like to think of it as being
more of a big puzzle that you put in all the pieces yourself and you completed
yourself there's several ways to unlock new chambers for the dungeon editor
completing dungeons in the main eventer beating down pace challenges and finding
them in the overworld each individual chamber tile has a predefined puzzle a
set of enemies and treasure but what the treasure is depends on how many treasure
chests you have in the dungeon as well as locked doors and the fun really comes
down to how you connect all these individual tiles each custom dungeon
challenge requires an entrance a boss room known as a nightmare lair and every
doorway leading to another doorway in an adjacent room
it's up to you as the creator to decide how much back and forth key collecting
or hitting the switch for the different floor colors to erect and go down that
you'd like the player to be exploring with and being upset by you also get to
choose stairways for underground 2d side-scrolling areas that travel to a
different part of the dungeon how these stairways connect in which 2d area
you're going to explore is determined by the game not you as to what shape you
can arrange these dungeon pieces is based on the dungeons blank spaces so
far we've seen what appear to be 3d toriel stages or challenges
to give you the basics of the editor and then a large heart-shaped map it appears
in the first two you could just place them anywhere and you don't have to fill
the map but in the third every spot needs to be filled these are probably
defined by Dante when doing the challenge and it looks like Dante's
challenges are split into easy medium and hard Maps by the shovel icons at the
top the chambers are organized by entrance rooms nightmare layers and how
many entrances / exits there are two a room and then organized by which
direction the entrances are placed when completing a map you can save it to an
amiibo and bring it to another switch console for a player to challenge
however there has been no mention or documentation anywhere that there is
online functionality or a leaderboard for these challenges I think it's kind
of a shame that there is no way to have that online functionality of I make a
dungeon and then anyone on my friends list can see it or I have a code similar
to how Mario maker 2 works there's also gonna be a new link amiibo that will
launch with the game and when used in game and will unlock what's known as a
plus effect which is a dungeon element that's layered on top of a challenge of
the dungeon itself and the little glossy link boy unlocks shadowlink shadow link
will be a constant presence until the dungeon is cleared or he's defeated
increasing the challenge of the dungeon the increased challenge comes with
increased Awards such as rupees and additional chambers it looks like the
other plus effects include bombs rubies hearts wall masters and something about
enemy splitting Nintendo stated that the other Zelda amiibos previously released
will have some functionality in game although has not been mentioned what the
previous held amiibos are going to be supported by the game include wolf link
the Wind Waker HD vivos breath of the wild and me both champions ballad amigos
25th anniversary amiibos and the smash amigos it seems like the dungeon editor
is going to be a big part of the post game and the one thing I wonder is can
you just cheese it and put more simple dungeon squares to complete the
challenge and we'll just have to wait to see these are just a few things to look
forward to for Link's Awakening on the switch released in September 20th 2019
and we're doing a giveaway for a copy of the game and a switch light to enter all
you need to do is one be subscribed to the channel to hit the like button
three leave a comment down below with the word link now you could totally just
write the word plink or you can put it into a fun little sentence like this one
here and this one here and this one here great alright guys I'm gonna be wrapping
up this video recovering Link's Awakening here for the Nintendo switch
be sure to leave a like down below if you're new to the channel be sure to
subscribe turn on notifications until next time Boston John