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Why Game? 1 - TextFiles.com

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the island? Earlier, I spent a good deal of time<br />

trudging through an enchanted forest. Surely<br />

there were many equally fine, well-wrought<br />

sticks laying about there. <strong>Why</strong> didn’t Link think<br />

to pick up one of those? <strong>Why</strong>, suddenly, does<br />

he feel the need for one now? Further, what use<br />

could the notoriously well-equipped Link have<br />

for a stick like that, anyway? Did winning the<br />

Yoshi doll trigger some kind of deep, obsessive<br />

<strong>com</strong>pulsive reaction in Link? Is he simply unable<br />

to sacrifice one trinket without replacing it with<br />

whatever other arbitrary trinket might be at<br />

hand at the time?<br />

Despite my protestations, and despite how<br />

stick-picking-up averse I may potentially be, I<br />

must pick the stick up. I can’t cross the bridge<br />

without walking over it, and Link, God bless his<br />

heart, can’t resist picking up anything that he<br />

passes. When I walk past the stick, Link holds<br />

it up over his head, the familiar “you found an<br />

item” fanfare from The Legend of Zelda plays,<br />

and a message reads “You’re not sure how, but<br />

it seems the (banana) [the game uses graphical<br />

icons to represent in-game items] has be<strong>com</strong>e<br />

the (stick). You decide to keep it!”<br />

After my initial quandary with the stick,<br />

this is almost too much. Who is this voice,<br />

reminding me not only of how absurd this whole<br />

charade is, but also vainly trying to rationalize<br />

it? Is this the same voice that tells me, when<br />

I find a chest with 100 rupees, that “you’re<br />

ecstatic!” (or, even more pathetically, for a chest<br />

with 20 rupees, “JOY!”)? Is it the same voice<br />

that tells me every time I push up against one<br />

of those pointy, crystal shaped rocks that can<br />

only be broken with the dash boots that they are<br />

an “unusual object” but “there must be some<br />

way around it,” even AFTER I’ve received the<br />

dash boots and have already dashed through<br />

countless instances of the same obstacle?<br />

I have a theory about this, actually. Link’s<br />

Awakening was released maybe a year after<br />

A Link to the Past, and like many <strong>Game</strong>boy<br />

games following a 16-bit franchise, there were<br />

many touches that may have been “reverse-<br />

engineered” to fit into the more limited<br />

<strong>Game</strong>boy processor. Those of you who’ve<br />

played Link to the Past might remember an<br />

episode where you jump down a well and<br />

sprinkle magic powder on an alter, which causes<br />

a small demon to appear, who “curses” you by<br />

doubling your magic meter. This same demon<br />

makes a cameo in Link’s Awakening serv-<br />

ing the same purpose. We are never given<br />

an explanation of how this demon fits into the<br />

greater mythology of the game; he seemingly<br />

exists independently of it, for no reason other<br />

than give you a magic upgrade. What’s notable<br />

about him, however, is the fact that he insists<br />

that he’s cursing you when he’s actually giving<br />

you an upgrade. In the <strong>Game</strong>boy version, after<br />

doubling your powder capacity, he says: “Now<br />

just think of all the stuff you’ll have to lug<br />

around!” I guess it’s supposed to be ironic, and<br />

it is, though perhaps more than intended.<br />

My theory is that this demon is a<br />

manifestation of the aforementioned in-game<br />

voice; the same one that rationalizes Link’s<br />

occasionally odd taste in luggage, and the<br />

same one that would later go on to remind<br />

players that a small heart fills up one heart of<br />

your life meter in The Minish Cap. I say this<br />

because the silly kind of irony he speaks with<br />

is a concentrated version of the silly irony the<br />

franchise has been speaking with since it first<br />

appeared on the SNES, spouting its non-Engrish<br />

text boxes and dialogue. This same irony would<br />

later pervade Wind Waker, which is constantly<br />

reminding you of the silly, annoying, and<br />

downright crippling artificial limits and obstacles<br />

in place - leftovers from the Miyamoto school of<br />

design. Link’s Awakening is notable in just how<br />

The <strong>Game</strong>r's Quarter EXCLUSIVE Preview of The Legend of Zelda: Twilight Princess 99

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