Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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 />
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