Link Between Worlds Iso

June 11th, 2019The Sequel to Breath of the Wild has been announced!

The Sequel to Breath of the Wild was just revealed, alongside the release dates for Link's Awakening for Nintendo Switch and Cadence of Hyrule!
Join our Discord server and help us cover these games!


The Legend
of Zelda


The Adventure
of Link


A Link to
the Past


Link's
Awakening


Ocarina of
Time


Majora's
Mask


Oracle of
Ages


Oracle of
Seasons


Four
Swords


The Wind
Waker


Four Swords
Adventures


The Minish
Cap


Twilight
Princess


Phantom
Hourglass


Spirit
Tracks


Skyward
Sword


A Link Between
Worlds


Tri Force
Heroes


Breath of
the Wild


Breath of
the Wild
sequel

Download the game The Legend of Zelda - A Link Between Worlds Europe ROM for Nintendo 3DS. Free and instant download.

This article or section does not meet Zelda Wiki's quality standards.

Please improve it as you see fit. Editing help is available.
This article has been flagged since December 2013.

The Legend of Zelda: A Link Between Worlds
Developer(s)
Nintendo EAD[1]
Publisher(s)
Designer(s)
Hiromasa Shikata (director)
Eiji Aonuma (producer)[1]
Ryo Nagamatsu (sound composer)
Koji Kondo (Original 'A Link to the Past' musical score)
Akito Nakatsuka (StreetPass battle theme composer)
Release date(s)
November 22, 2013[2]
December 26, 2013[2]
November 22, 2013[3]
November 23, 2013[4]
June 21, 2014[5]
Content ratings
Platform(s)
Predecessor
Successor

The Legend of Zelda: A Link Between Worlds is the seventeenth main installment of The Legend of Zelda series. It is the first Zelda title developed specifically for the Nintendo 3DS and an indirect sequel to A Link to the Past, featuring the same version of Hyrule but new characters and gameplay elements. The title was released on November 22, 2013, in North America and Europe, November 23 in Australia, and December 26 in Japan. The Korean version was released the following year, on June 21, 2014.

  • 2Gameplay
  • 3Game Information
  • 4Listings
  • 5Reception

Story

After having a nightmare involving facing down a dark, shadowy figure, Link awakens to the sound of Gulley, the Blacksmith's son, calling for him. Having overslept again and shirked his responsibility to his master, Link follows Gulley to the Blacksmith's shop where he runs into the departing Captain. As the Captain thanks the Blacksmith for his new shield and departs, the Blacksmith's Wife quickly realizes that the absent-minded Captain has forgotten his sword and tasks Link with returning it to him. A guard at Hyrule Castle's front gate reveals to Link that the Captain intended on visiting the Sanctuary before returning to his duties.

As Link arrives at the Sanctuary, he walks in on a conversation between the Priest's daughter, Seres, and the gravedigger, Dampé. Seres offers to retrieve the Captain from inside as Dampé continues speaking to Link, before the doors to the Sanctuary slam shut and Seres screams in terror. Dampé informs Link of a secret passage into the Sanctuary beneath one of the graves and urges Link to use the Captain's sword to navigate the passage and rescue those inside. As Link arrives, he witnesses a strange sorcerer by the name of Yuga casting a spell on Seres to transform her into a painting. The Captain - having failed to defend the Priest and Seres - met with a similar fate on the Sanctuary's wall. As Link charges to confront Yuga, the sorcerer transforms into a painting himself, yet retains his mobility. Link loses consciousness after hitting the wall, and Yuga escapes with Seres' portrait in tow.

Link awakens in his house once more, this time with a strange person in a rabbit hood greeting him as he regains consciousness. The person introduces himself as the merchant Ravio. After learning what happened to Link and asking permission to stay in his house a while, Ravio gifts him with an old, musty bracelet and suggests Link report the happenings to Princess Zelda so something can be done about it. At the gate, a guard laughs at Link's story and gains the attention of Impa, Princess Zelda's attendant. Impa allows Link entry into the castle as she announces Link's arrival to the Princess.

Link Between Worlds Iso

Princess Zelda quickly recognizes Link from her dreams, and gives him the Pendant of Courage - something Link at the time believes to be a simple good-luck charm - and tasks him with finding the elder of Kakariko Village, Sahasrahla. Upon meeting him in his home, he urges Link to warn his student Osfala of Yuga at the Eastern Palace, since he is also a descendant of a Seventh Sage. Link finds him at the entrance, but Osfala is sure of himself and does not view Yuga as a problem.

Link and Yuga fighting

After navigating through the palace, Link sees Yuga turn Osfala into a painting before his very eyes. After Link manages to get the upper hand in their battle, Yuga furiously turns him into a painting as well. Leaving him there, Ravio's Bracelet lights up and frees Link, granting him the ability to merge into walls freely. He finds Sahasrahla at the entrance of the palace shortly before hearing an earthquake near Hyrule Castle.

Yuga puts a barrier around the castle, upsetting Sahasrahla, who believes the Pendant of Courage is still inside. This is relieved when Link reveals he already has it; he is then tasked in finding the other two pendants in the House of Gales and Tower of Hera so he can obtain the Master Sword to break the barrier and save Zelda.

Link explores Hyrule Castle

After obtaining all three Pendants of Virtue, Link ventures deep into the Lost Woods and pulls the Master Sword from its pedestal. Returning to Hyrule Castle, Sahasrahla tells Link to destroy the barrier and save the sages. Link confronts Yuga. Near the top of the highest tower, Yuga turns Zelda into a painting as well. Link and Yuga battle again, and Yuga then flees through a crack on the wall.

Link follows him, only to find himself in Lorule, a dimension opposite to Hyrule that is on the verge of ruin and Yuga's homeland. In the throne room, Yuga revives Ganon with the paintings and fuses with him to obtain his Triforce of Power. Becoming a beast, Link is almost doomed until Princess Hilda appears and imprisons Yuga. She tells Link he must save the Seven Sages if he wishes to save their worlds from Yuga's threat.

When all Seven Sages are saved, Link is gifted with the Triforce of Courage. He returns to Lorule Castle to confront Yuga for the final time, only to have Princess Hilda end up betraying him, shortly after explaining Lorule's history of how it too once had a Triforce, but the people destroyed it due to the conflict it caused. While it was done with good intentions, it had terrible consequences on the state of their world. Wanting Hyrule's Triforce in order to save Lorule, Hilda takes Zelda's Triforce of Wisdom and is ready to take Link's Triforce of Courage as well.

After Link and Yuga battle once more, Yuga betrays Hilda and takes the Triforce of Wisdom from her, now having two pieces. Planning to take Link's to remake Lorule in his image, they have one final battle. Zelda grants Link the Bow of Light, which he can use to get Yuga out of his painted form. After a long battle, Yuga is finally defeated.

Zelda is freed, but Hilda is still desperate to save her kingdom. After a brief argument between the two, Ravio shows up and reveals himself to be Link's Lorulean counterpart. He explains to Hilda that this sort of chaos is exactly what led to their Triforce being destroyed in the first place. Realizing the error of her ways, Hilda sends Link and Zelda home through Lorule's version of the Sacred Realm. It is revealed that through the crack on the large slab there is where Hilda and Yuga first felt the presence of the other Triforce, which led them to devise their plan to steal it. Ravio, being a coward at heart, was too scared to confront them himself and came to Hyrule to find a hero who could stop them. After Link and Zelda's departure, Lorule grows dark, showing that it is at its end at last.

Returning home, Link and Zelda find themselves in Hyrule's Sacred Realm, with the whole Triforce up ahead. They both touch it, with the wish for Lorule's Triforce to be restored after all they had seen. It is granted and then reforms right in front of Hilda and Ravio. They are surprised and grateful to them both as light shines on Lorule once again, saving it and Hyrule in the end.

Gameplay

Concept art, featuring the game's central characters

Overview

A Link Between Worlds features traditional 2D top-down gameplay as seen in the early Zelda games and unlike the previous Nintendo DS handheld games Phantom Hourglass and Spirit Tracks.

The top screen shows the main game, while the bottom screen shows various game options and inventory features: It allows access to the map, a Rupee count, item buttons, the inventory, and 'Gear', which provides an overview of Link's sword, armor, and main items. The touchscreen is comparable to that of Ocarina of Time 3D with enhanced map features (e.g., zooming, placing location marks and real-time tracking of Link's position). An Energy Gauge that regenerates over time also appears, this time used for every item in the game, even replacing collectible bombs and arrows. Additionally, after Link meets Irene, he can call her at any time with a button on the screen.

The A button controls basic actions like transforming and talking, the B button is dedicated to the sword, and X (and later Y) use items. R raises the shield, and the D-Pad can shift the camera in certain areas.

Item Renting

A Link Between Worlds is non-linear, compared to many previous Zelda games, including its direct predecessor A Link to the Past. This is accomplished via an item rental system, which allows Link to temporarily use or permanently buy most items from the game, provided he has enough Rupees to pay for them. Because of this, most key items are no longer found in dungeons but rather available through Ravio's Shop. If Link loses all of his hearts while renting items, they will be returned to the shop, forcing him to re-rent them. Purchasing items, on the other hand, is far more expensive but allows Link to keep items and to upgrade them via Mother Maiamai.

Wall Merging

Main article: Wall Merging

One of the game's major new abilities is Wall Merging, which is tied both to the plot and used heavily as a gameplay element. The ability can be used to cling to and move along walls, fit through crevices and access Lorule, among other functions. Wall Merging depletes the Energy Gauge and thus cannot be used indefinitely. When Link merges with a wall, he resembles a hieroglyphic sketch, as do other characters who have been transformed into paintings.

Game Information

Development

An early prototype based on Spirit Tracks

The development of a new Zelda game for the Nintendo 3DS was first confirmed in November 2011,[6] while ties to A Link to the Past were hinted at the following year by Eiji Aonuma and Shigeru Miyamoto.[7][8]A Link Between Worlds was officially revealed on April 17, 2013 during a Nintendo Direct.[9][10]

The development of A Link Between Worlds was halted several times, due to members of the development team being drafted to other Nintendo 3DS and Wii U projects, as well as Skyward Sword. Originally, the game was conceived as a sequel to the Nintendo DS games, featuring the cel-shaded Link from Spirit Tracks. The Wall Merging ability was already conceived in an early prototype made in 2010 based on this concept, which was approved by Shigeru Miyamoto. With the team focused on other titles, development did not start fully until Miyamoto suggested to base the new title on A Link to the Past. During development, the team was focused on achieving a frame rate of 60FPS as well as using the stereoscopic 3D effect of the Nintendo 3DS hardware.[11]

Timeline Placement

A Link Between Worlds is a follow-up to A Link to the Past, set in the same version of Hyrule. In interviews, Eiji Aonuma stated that the game shows what happened to characters from A Link to the Past, but features new incarnations of Link and Zelda.[12][13] The Hero and Princess of A Link to the Past are mentioned repeatedly, and their story is even narrated through a series of paintings in Hyrule Castle.

Link between worlds song comparison

A Link Between Worlds takes place centuries after the events of Link's Awakening, but before The Legend of Zelda in the 'Downfall' branch of the Zelda timeline. The final cutscene of the game hints that it is likely to set immediately before Hyrule's Golden Age. The main story of the game ultimately concerns how all three parts of the Triforce are unified and enshrined again in the Sacred Realm. The game ends with Link and Zelda touching the Triforce together and wishing Lorule, along with its own Triforce, to be restored to its former state and lasting peace.

Setting

A Link Between Worlds takes place in both the identical map of Hyrule from A Link to the Past and an alternate, corrupted version of Hyrule, called Lorule.[14] Lorule once housed a counterpart to the Triforce of Hyrule[15], with similar powers and history. However, wars were fought over Lorule's Triforce, and the people ultimately destroyed it, resulting in Lorule beginning to fall apart. As a direct counterpart to Hyrule, Lorule also features many direct counterparts to Hyrule's citizens, including Hilda and Ravio.

Audio

The game features re-arranged music and sound effects from A Link to the Past.[16] Additionally, the 'StreetPass Battle Theme' and 'StreetPass Victory Theme', are rearrangements of the 'Temple Theme' from The Adventure of Link, marking only the second time that music from this game has appeared in a subsequent Zelda title.[17]

Limited Editions

The limited edition 3DS XL, bundled with the game.

A special limited edition 3DS XL bundle was released, including a gold and black Zelda-themed console, emblazoned with the Triforce on the top and bottom, and an eShop code to download the digital version of the game. It was released at a retail price of $219.99 in the United States.[18] A collector's edition version of the game was also released exclusively to the European retailer GAME. It included a physical copy of the game, a Link's Awakening DX eShop download code, a cartridge holder shaped as Treasure Chest which plays the item get fanfare, and a poster.

Completion Records

Main article: Speedrun Records
TimePerformerDateNotes
1:21:01 [19]TheLegendofZaheerOctober 23, 2018Any%
3:01:11 [20]TheLegendofZaheerApril 30, 2019100%

Listings

Characters

Bosses

Enemies

Dungeons

Places

Items

Translations

Credits

Glitches

Reception

Sales

As of March 2014, A Link Between Worlds had sold 2.51 million copies worldwide.[21]

Trivia

  • While experimenting with a strict top-down view with 3D graphics, the team ran into a unique issue: the game 'looked boring' because only the tops of characters' heads and buildings could be seen. In order to emulate the older, 2D, pseudo-3D graphics, all non-environmental models are skewed in their placement, to slightly face up at the camera. At certain parts in the map, this can be seen on statues and tall grass by wall-merging.
  • A Link Between Worlds's Hero Mode is the only one in the series to include recovery hearts.
  • This is the first Zelda game where the highlighted text is blue rather than the traditional red.
  • Bosses in this game flash red when they are low on health to indicate that they are near defeat (Big Moldorm gradually turns red as it takes damage).
  • A number of small changes made in A Link to the Past & Four Swords were carried over to this game. These include dungeon names displayed upon entrance, pots and signs breakable with the Sword and (for the former) Arrows, bushes able to be destroyed with the Hammer, sparkling stones that spit out Rupees, the ability to dive under water with the Zora's Flippers, and the Lamp being able to deal damage (albeit in minuscule amounts).
  • The Japanese Zelda rap for A Link to the Past was remade for a new commercial.

Nomenclature

Names in Other Regions
LanguageNameMeaning
Japaneseゼルダの伝説 神々のトライフォース 2 (Zeruda no Densetsu Kamigami no Toraifōsu 2)The Legend of Zelda: Triforce of the Gods 2
ChineseSI塞尔达传说 众神的三角力量2 (Sàiěrdá Chuánshuō Zhòngshén de Sānjué Lìliàng 2)Zelda Legend: Triangle-Force of the Gods 2
ChineseTR薩爾達傳說 眾神的三角神力2 (Sàěrdá Chuánshuō Zhòngshén de Sānjiǎo Shénlì 2)Zelda Legend: Divine Triangle of the Gods 2
GermanThe Legend of Zelda: A Link Between Worlds
Korean젤다의 전설 신들의 트라이포스 2 (Jelda-ui Jeonseol Sindeul-ui Teulaiposeu 2)The Legend of Zelda: Triforce of the Gods 2
SpanishThe Legend of Zelda: A Link Between Worlds

Gallery

View Gallery

External Links

  • Official North American Site (English)
  • Official Austrian Site (German)
  • Official Belgian Site (Dutch)
  • Official Belgian Site (French)
  • Official Swiss Site (French)
  • Official Swiss Site (German)
  • Official Swiss Site (Italian)

References

  1. 1.01.1'Nintendo confirmed to Polygon that the new Zelda game set in the world of A Link to the Past is being developed by series producer Eiji Aonuma and his team at Nintendo EAD.' — Michael McWhertor, The Legend of Zelda: A Link to the Past sequel coming to Nintendo 3DS this holiday, Polygon, published 2013-04-17, retrieved 2013-04-19.
  2. 2.02.1Encyclopedia , pg. 7
  3. Nintendo Direct Presentation - 01.10.2013, YouTube, retrieved October 1, 2013.
  4. The Legend of Zelda: A Link Between Worlds, Nintendo Australia, retrieved October 2, 2013.
  5. The Legend of Zelda 신들의 트라이포스 2, Nintendo of Korea, retrieved May 28, 2014.
  6. Daniel Silvestre, Entrevista com Eiji Aonuma e Koji Kondo, MyGames, published November 3, 2011, retrieved 2013-04-21.
  7. 'We are already preparing a new game, a game in the series for the Nintendo 3DS, but don’t think that it is a direct sequel to the Zelda titles released on DS. We are talking about a new game, but it takes much of what has been done on previous consoles.' —Eiji Aonuma (Zelda 3DS Confirmed)
  8. 'I think I'd be even more interested in creating something new maybe based on, or starting from, A Link To The Past' —Shigeru Miyamoto (Miyamoto Interested In Revisiting Link To The Past)
  9. NintendoUKofficial (YouTube), Nintendo 3DS Direct Presentation - 17.04.2013 - YouTube, YouTube, published 2013-04-17, retrieved 2013-04-19.
  10. Nintendo (YouTube), Nintendo Direct 4.17.2013 - YouTube, YouTube, published 2013-04-17, retrieved 2013-04-19.
  11. Upon the game's release, an official Iwata Asks feature was released, an interview conducted by Satoru Iwata to the game's developers, regarding the game's conception and creation. Iwata Asks: The Legend of Zelda: A Link Between Worlds
  12. 'Rather than forcing elements of the original story into this one, we’ve instead focused on bringing back the characters, so you can see what happened to them after the events of the first game.' —Eiji Aonuma (Eiji Aonuma on the return of A Link To The Past, after 22 years in a twilight realm)
  13. 'It's not a direct sequel in the sense that it's the same Link and Zelda. The world is the same and it might be a different generation of Link and Zelda.' —Eiji Aonuma (The World of A Link To The Past Has Changed in the New 3DS Zelda)
  14. 'The presence of two worlds like light and dark have been a recurring theme in Zelda games in the past, and this time, a kingdom exists in the other world in the way Hyrule exists in the main world. The story will revolve around the events that will unfold in that kingdom, and I think you’ll have fun experiencing the game’s distinctive world that is like no other in the series.' —Eiji Aonuma (A Link Between Worlds Miiverse)
  15. 'Please take a look at the game's logo. Here you see the Triforce in gold, as well as another Triforce that looks like a shadow. The Triforce represents Courage, Wisdom and Power, and is one of the key items of the Legend of Zelda series. This shadowy Triforce suggests the existence of another Triforce in a different world from where Link lives.' —Satoru Iwata (Nintendo Direct 2013-08-07 Gameplay Footage)
  16. 'We will be using arrangements of music from A Link to the Past, since this is a sequel to that game, and we are also trying to make the music sound like it's played on real instruments. People who know the original will definitely be able to tell and be happy about it, while newcomers will also be able to enjoy it.' —Eiji Aonuma (The Legend of Zelda: A Link Between Worlds to feature orchestral-style music from A Link to the Past)
  17. Streetpass Battle, Youtube.
  18. Nintendo 3DS catalog, Nintendo.com.
  19. The Legend of Zelda: A Link Between Worlds - Any%, Speedrun.
  20. The Legend of Zelda: A Link Between Worlds - 100%, Speedrun.
  21. Supplementary Information about Earnings Release, May 2014, Nintendo.
Games in The Legend of Zelda series
The Legend of Zelda·The Adventure of Link·A Link to the Past (& Four Swords)·Link's Awakening (DX; Nintendo Switch)·Ocarina of Time (Master Quest; 3D)·Majora's Mask (3D)·Oracle of Ages·Oracle of Seasons·Four Swords (Anniversary Edition)·The Wind Waker (HD)·Four Swords Adventures·The Minish Cap·Twilight Princess (HD)·Phantom Hourglass·Spirit Tracks·Skyward Sword·A Link Between Worlds·Tri Force Heroes·Breath of the Wild·Sequel to Breath of the Wild
Retrieved from 'https://zelda.gamepedia.com/index.php?title=The_Legend_of_Zelda:_A_Link_Between_Worlds&oldid=706492'
The Legend of Zelda: A Link Between Worlds
English-language packaging artwork, depicting the Master Sword and Link as a painting.
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Director(s)Hiromasa Shikata
Producer(s)Eiji Aonuma
Designer(s)Koji Takahashi
Programmer(s)Shiro Mouri
Writer(s)Tatsuya Hishida
Mari Shirakawa
Composer(s)Ryo Nagamatsu
SeriesThe Legend of Zelda
Platform(s)Nintendo 3DS
Release
  • EU: November 22, 2013
  • NA: November 22, 2013
  • AU: November 23, 2013
  • JP: December 26, 2013
Genre(s)Action-adventure
Mode(s)Single-player

The Legend of Zelda: A Link Between Worlds is an action-adventure game developed and published by Nintendo for the Nintendo 3DS. It is the 17th installment in The Legend of Zelda series and the sequel to the 1991 Super Nintendo Entertainment System game A Link to the Past. Announced in April 2013, A Link Between Worlds was released in Australia, Europe, and North America in November 2013. A month later, it was released in Japan as The Legend of Zelda: Triforce of the Gods 2[a] (Triforce of the Gods being the Japanese title of A Link to the Past).

Players play as a young adventurer, Link, who is tasked with restoring peace to the kingdom of Hyrule after the evil sorcerer Yuga captures Princess Zelda and escapes through a rift to the ruined world of Lorule. Yuga seeks to kidnap the Seven Sages and use their power to resurrect the Demon King Ganon. Link is granted the ability to merge onto walls as a painting after obtaining a magic bracelet and encountering Yuga, which allows Link to reach previously inaccessible areas and travel between Hyrule and Lorule.

Concept development began with a small team in 2009. During this phase, the game mechanic of Link merging onto walls was prototyped. However, development suffered several setbacks and ceased entirely in late 2010 as core team members were reassigned to different projects. A year later, development restarted and, after several failed pitches to series creator, Shigeru Miyamoto, the game entered full production in 2012. Changing the established conventions of the series became a goal for the game's designers; this led to a change in the game's structure, allowing players to clear the majority of dungeons in any order they choose, and the introduction of the item rental system.

A Link Between Worlds received critical acclaim and sold over 2.5 million copies worldwide within five months. The audio, dungeon and puzzle design, open structure, and level of difficulty were praised by critics. The introduction of features such as the wall-merging mechanics and item rental system were well received, with reviewers complimenting how well they integrated with the existing gameplay formula. The game also received multiple awards and nominations.

  • 2Synopsis
  • 3Development

Gameplay[edit]

The Legend of Zelda: A Link Between Worlds is an action-adventure game presented in stereoscopic 3D polygonal graphics, with gameplay predominantly experienced from a top-down perspective.[1] Players control a young boy named Link, who embarks on an adventure to rescue the Seven Sages and defeat Yuga, the game's primary antagonist.[2] The game is set in two kingdoms—Hyrule and Lorule—both of which bear an open world structure and similar layout, but contrast in style and tone.[1][2][3][4]A Link Between Worlds is a successor to the 1991 Super Nintendo Entertainment System title The Legend of Zelda: A Link to the Past, and is similar in many aspects.[2][4][5] The worlds of Hyrule and Lorule in A Link Between Worlds are analogous to A Link to the Past's depiction of Hyrule and the Dark World.[2][4] A number of items, enemies, and audio tracks featured in A Link to the Past return in A Link Between Worlds.[4][6]

The top screen of the Nintendo 3DS displays hearts, an energy gauge, and an action icon.[7] Link's life energy decreases when he is hit by an enemy and can be replenished by collecting hearts that can be found in a variety of ways, such as defeating enemies or breaking pots.[7] The energy gauge governs item and ability usage, it depletes on use and replenishes over time.[6][7] The action icon notifies the player of interactive objects.[7] A map of the kingdoms is displayed on the bottom screen of the 3DS, showing Link's current position and marked locations.[1][2][7] The bottom screen is also used to view and select Link's gear and items.[1]

Friendly and enemy non-player characters inhabit the two worlds.[2] Friendly characters can provide Link with assistance or side-quests to complete.[2][5] Link wields a sword and shield, which can be used to defeat enemies and deflects their attacks.[4][7] Other combat items from past Zelda games return, such as the bow, the fire rod, and bombs.[3][6] Unlike previous games, the methods for obtaining and using these items is different.[4][6] Rather than finding them in dungeons, they are rented or purchased from the merchant Ravio.[4][5][6] If Link dies, his rented items will be returned to Ravio.[4][6] They also do not require ammunition, instead their use is limited by the replenishing energy gauge.[6][7] Link's total life energy can be increased by collecting heart pieces.[1][5] His weapons can be upgraded by completing a side quest that involves searching for small hidden creatures and returning them to their parent.[1][5] Link can also participate in several minigames to earn rupees, Hyrule's currency.[1][5]

Link's ability to merge onto walls allows the player to enter Lorule and reach previously inaccessible areas.

As with many previous The Legend of Zelda games, solving puzzles and clearing dungeons is a fundamental part of gameplay.[1][2][6] Progression through A Link Between Worlds is more open-ended than previous titles, with the possibility of tackling many of the game's dungeons in any order.[1][4] Certain dungeon obstacles will require the use of the rented or purchased items.[1][2][3] Towards the end of each dungeon, Link will encounter a boss that must be defeated.[6] A unique mechanic is Link's ability to merge onto walls and move horizontally along them.[1] Link is presented as a mural when he is merged on a wall,[2] and the game's perspective shifts to a side view to follow Link around corners.[8] While merged to a wall, Link's energy gauge will deplete.[7] The mechanic can be used to traverse the environment, reach seemingly inaccessible areas, avoid hazards, solve puzzles,[1] and travel between Hyrule and Lorule via fissures that connect the two kingdoms.[2]

The game uses the 3DS' Play Coin and StreetPass systems.[3][9] Play Coins can be used to request a tip from Hint Ghosts that are located at points of interest.[3] If another system that has played the game is passed by via StreetPass, a shadow version of their Link will appear somewhere on the field. Players can fight against these Links, which are AI-controlled opponents based on their game's data. Winning against Shadow Links earns a rupee bounty based on their difficulty, and achievements can be earned for fulfilling certain conditions.[5][9] A more challenging Hero mode is unlocked upon completing the main adventure.[1]

Synopsis[edit]

Setting[edit]

The Legend of Zelda: A Link Between Worlds takes place in a fictional fantasy setting. Within the series' timeline, A Link Between Worlds falls between the events of Link's Awakening and the original Legend of Zelda.[10] The game is set in Hyrule, a location used in many past Zelda games, and Lorule, a new kingdom that acts as Hyrule's dark twin.[3] An ancient Hyrulean legend tells of the events prior to A Link Between Worlds. Ganon sought to dominate the kingdom using the power of the sacred Triforce, but he was defeated by a legendary hero and sealed away by the Seven Sages. The Triforce was divided into three pieces to prevent evil from rising again. One part stayed with the royal family, one part was returned to Ganon, and the third part took its rightful place in the heart of the hero and his descendants. Lorule is a kingdom that once possessed a Triforce, which was destroyed to stop Lorule's people from fighting for its power. Without a Triforce, Lorule decayed and became a ruined land. In A Link Between Worlds, Princess Zelda rules Hyrule, while her counterpart Hilda rules Lorule.

Plot[edit]

Link, the apprentice of a blacksmith, goes to deliver a sword to a captain at Hyrule Castle, only to encounter a mysterious figure named Yuga, who transforms a descendant of one of the Seven Sages, Seres, into a painting. After being knocked out during the fight, a merchant named Ravio finds Link and gives him a bracelet in exchange for him being allowed to stay in his home; he tells him to report what had happened to Princess Zelda. After going to Hyrule Castle, Zelda gives Link the Pendant of Courage and instructs him to seek out the pendants of Power and Wisdom to gain the power of the Master Sword. Along the way, Link encounters Yuga again and is turned into a painting, but Ravio's bracelet protects Link from Yuga's spell and gives him the ability to merge with walls and move around as a painting. After finding the other pendants and obtaining the Master Sword, Link returns to Hyrule Castle where he witnesses Yuga transform Zelda into a painting. Link pursues Yuga through a dimensional crack, arriving in the twisted, decayed kingdom of Lorule. There, Yuga uses Zelda and the descendants of the Seven Sages, who he had trapped inside paintings, to revive and fuse with Ganon, obtaining the Triforce of Power in the process. Just then, Link is assisted by Lorule's ruler Princess Hilda, who traps Yuga in magic bonds.

Link between worlds guide

Hilda instructs Link to find and rescue the Seven Sages, who have been scattered across Lorule, to gain the Triforce of Courage. With help from Ravio, Link accomplishes this and returns to Lorule Castle, where he discovers Hilda taking the Triforce of Wisdom from Zelda. Hilda reveals that Lorule fell into ruin after her ancestors destroyed their Triforce. Deciding that she needed Hyrule's Triforce to restore her kingdom to its former glory, she arranged the events of the game so Link would bring it to her. Hilda attempts to use Yuga to obtain the Triforce of Courage from Link, but Yuga betrays her and turns her into a painting, stealing the Triforce of Wisdom for himself. With Zelda's help, Link defeats Yuga and restores Zelda and Hilda from their paintings. As Hilda feels bitter over her loss, Ravio, revealed to be Link's counterpart, convinces her that stealing Hyrule's Triforce isn't the right way to save Lorule, having secretly sought out Link to help her see the light. After Link and Zelda return to Hyrule, they use their Triforce to restore Lorule's Triforce and bring Lorule back to its full glory. With his quest completed, Link returns the Master Sword to its resting place once more.

Development[edit]

Concept and production[edit]

In late 2009, following the completion of The Legend of Zelda: Spirit Tracks for the Nintendo DS, the majority of its development team were assigned to work on The Legend of Zelda: Skyward Sword for the Wii.[11] Three members of the Spirit Tracks team began working on a new handheld title in the Zelda series for the upcoming Nintendo 3DS console.[11] Hiromasa Shikata and Shiro Mouri were two of the three members working on the new game.[11] During this early phase, they had not considered developing a sequel to The Legend of Zelda: A Link to the Past; instead they were building a game around the theme of 'communication'.[11] Around six months into the project, they presented their concept for the game to series creator Shigeru Miyamoto, who called the idea outdated. The three then decided to rethink the concept.[11]

Shikata proposed the idea of Link having the ability to enter and merge onto walls; this feature would eventually become one of the title's unique gameplay aspects.[11] Within a day, Mouri had created an initial prototype to demonstrate the feature, and seeing it in action led to an influx of ideas.[12] Link was able to transform from a 3D character to a 2D character by entering walls, and then move smoothly around corners to reach places he previously could not.[12] This ability opened up possibilities for creating new puzzles and using new mechanics.[12] At this stage in the project, they still considered the game an extension of the DS Zelda games and used the same viewpoint and design of Link from Spirit Tracks.[12] Around October 2010, the prototype was presented to Miyamoto, who approved of the new concept.[12] However, within two weeks of entering production, core members of the development team were reassigned to work on launch games for Nintendo's Wii U console which was scheduled for release in 2012.[12] With the team disbanded, development ceased.[12]

In November 2011, Skyward Sword released for the Wii, and Zelda series producer Eiji Aonuma began thinking about the next project in the series.[13] While Nintendo had released a remake of Ocarina of Time for the 3DS, demand for an original Zelda title to be released on the 3DS was growing.[13] Aonuma chose to revisit the idea of Link entering walls.[13] With Shikata and Mouri still engaged in the development of Wii U launch games, Aonuma decided to revive the project without its core members, 13 months after it was shelved.[13] Kentaro Tominaga was brought onto the team to continue where Shikata had left off.[13] He refined the system of entering walls and designed some small dungeons, which he presented to Miyamoto in May 2012.[13] Tominaga planned to create 50 more small dungeons that would use the wall-entering mechanic, but Miyamoto criticised this approach and suggested basing the new game on A Link to the Past.[13] Aonuma proposed combining the wall-entering mechanic with the top-down perspective and landforms of A Link to the Past. He felt that the shift in perspective when entering a wall would be complimented by the stereoscopic 3D capabilities of the 3DS.[13] Aonuma converted the two-dimensional landforms of A Link to the Past into three-dimensional space and the team placed Link into the setting with the wall-entering mechanic to test the feature.[13] After several more presentations to Miyamoto, development of the project was allowed to progress in July 2012.[13] The development team began expanding before the end of 2012, with people joining from finished projects; Shikata rejoined as director and Mouri returned as assistant director and lead programmer.[11][13][14] Development was completed in October 2013.[15]

Technical and design[edit]

The development team encountered challenges in the creation of the game. Implementing the top-down perspective became a particular issue and resulted in a lot of trial and error.[16] With a true top-down view, players would be unable to see characters' faces and bodies.[16] To circumvent this issue, objects in the world were tilted at an angle so they were more visible.[16] Mouri requested that the game run at 60 frames per second instead of 30 to stabilise the stereoscopic 3D and smoothen movement animations.[16] While doubling the frame rate increased the processing load, it allowed the developers to implement a feature where players could select items by dragging and dropping them from their inventory using the Nintendo 3DS's touchscreen and stylus; at 30 frames per second this feature felt too sluggish for the stylus's movement.[16]

Rethinking the conventions of Zelda became an important theme as development progressed.[17] In previous Zelda games, the player would go into a dungeon, obtain a new item, and then move onto the next dungeon in a specific order.[17] The development team felt that this formula was flawed as a player could get stuck on a dungeon and be unable to progress.[17] They wanted to give the player more freedom in the ways they could advance through the game, allowing them to tackle dungeons in any order and clear multiple dungeons in parallel, but this meant that the method for acquiring items had to be changed.[17][18] They opted for a system where players could rent or purchase items using the game's currency, rupees.[17] In the final game, rented items are returned to the merchant when the player is defeated, but the team had considered other ideas for returning rented items, such as setting a timer on the rental period and imposing fees if they were returned late.[18] The development team found out about the Nintendo 2DS during the game's production. As the Nintendo 2DS lacked 3D capabilities, the team decided to revise some of the game's dungeon designs to be certain that they could be completed without the 3D effect.[19]

The designers thought that Link's appearance should change when Link entered a wall and the perspective switched from a top-down view to side view.[14] They chose to make Link a mural while he was on a wall; this led to the creation of the antagonist Yuga, a sorcerer that can transform himself and others into paintings.[14] Aonuma mentioned that the idea of Link turning into a mural was inspired by Phantom Ganon jumping into paintings during his encounter in Ocarina of Time.[20] As the game's story takes place long after the events of a A Link to the Past and the player travels between the two worlds of Hyrule and Lorule, the development team chose A Link Between Worlds instead of A Link to the Past 2 for the game's English-language title.[17]

Audio[edit]

A Link Between Worlds features original music along with tracks from A Link to the Past. Ryo Nagamatsu composed and orchestrated new music for A Link Between Worlds, and played the flute music featured in the game's milk bar. He also composed arrangements and adapted Koji Kondo's original music from A Link to the Past.[21] Nagamatsu wanted to balance arrangements of past music with new music to please both old and new players. He began by revisiting old tracks and thinking how he could best adapt them for A Link Between Worlds. He was eager to include choral performances as a way to add tension to the eerie and unpleasant scenes in the game. Nagamatsu performed the vocals and made use of multitrack recording to layer the different vocals tracks.[22] The audio team decided not use a live orchestra for recording the game's music, the primary reason for this was to create optimal sound for the 3DS. The reverberations and low-pitch sounds created by a live orchestra were not suitable for the 3DS speakers. The majority of the string music was created using a synthesizer, with Toru Minegishi playing guitar on one track.[21]

Release[edit]

Producer Eiji Aonuma at the Electronic Entertainment Expo 2013.

In April 2013, during a Nintendo Direct presentation, a new The Legend of Zelda game was announced for the 3DS with a late 2013 release date.[23] The game was described by Nintendo as a successor to A Link to the Past, set within the same world but featuring new mechanics, new dungeons, and an original story.[23] Shortly after the presentation, Nintendo released a gameplay video on the Nintendo eShop.[23] Later in June, at the Electronic Entertainment Expo 2013, the English title for the game was revealed as The Legend of Zelda: A Link Between Worlds.[24] In Japan, the game was titled The Legend of Zelda: Triforce of the Gods 2.[17] At the Seattle showing of 'The Legend of Zelda: Symphony of the Goddesses Second Quest' concert tour in 2013, A Link Between Worlds was playable along with The Legend of Zelda: The Wind Waker HD.[25]

A Link Between Worlds released in Europe and North America on November 22, 2013, in Australia the following day, and later in Japan on December 26, 2013.[26][27] The European version of the game contained a reversible cover sleeve; the inside cover featuring multicoloured art and the outside cover featuring the golden-hued version.[28] Alongside the game's launch, Nintendo released a bundle including a copy of the game and a themed Nintendo 3DS XL with the Triforce logo.[29] In 2015, A Link Between Worlds was rereleased under the Nintendo Selects label in Europe, along with five other Nintendo 3DS titles.[30] In early 2015, Nintendo released the original soundtrack for A Link Between Worlds on CD in Europe via Club Nintendo.[31] Music from the soundtrack was included in the 2015 concert tour 'The Legend of Zelda: Symphony of the Goddesses Master Quest'.[32]

Reception[edit]

Reception
Aggregate score
AggregatorScore
Metacritic91/100[33]
Review scores
PublicationScore
Game Informer10/10[6]
GameSpot9/10[2]
GamesRadar+[5]
IGN9.4/10[3]
Nintendo Life10/10[1]
Polygon9.5/10[4]

The Legend of Zelda: A Link Between Worlds received 'universal acclaim' according to the review aggregatorMetacritic[33] and it was the second highest scoring 2013 3DS game behind Fire Emblem Awakening.[34] It is also the fourth highest scoring 3DS game of all time on Metacritic.[35] Sales tracker Media Create reported that A Link Between Worlds was the top selling video game during its first week of launch in Japan, surpassing 224,000 sales.[36] As of March 31, 2014, A Link Between Worlds has sold 2.51 million copies worldwide.[37] It became the ninth first-party Nintendo 3DS title to surpass 1 million units sold in the United States, achieving 1.09 million sales as of August 2014.[38]

Many critics saw A Link Between Worlds as a worthy successor to A Link to the Past, but also remarked that the game was outstanding in its own right.[2][3][5][6] It was commended for making enhancements to core and traditional elements of the series.[1][6] New additions and changes to the established formula were also welcomed.[6]Polygon called it the best Zelda game in 20 years,[4] and GamesRadar said it was an essential title for every 3DS owner.[5] Reception towards the game's puzzles was positive; praise was directed towards how well the wall-merging mechanic had been incorporated into dungeon puzzles and integrated into every area of the game.[2][6]IGN thought A Link Between Worlds was Nintendo's best puzzle game.[3]Game Informer wrote some of the game's dungeons and boss encounters were among the best in the franchise's history.[6] The level of difficulty present in the puzzles and dungeons was met with approval;[2][3][6] the challenge was described as a perplexing experience rather than a frustrating one by GameSpot.[2]

Discussing the usage of A Link to the Past's version of Hyrule in A Link Between Worlds, GamesRadar thought that while revisiting familiar places was a nostalgic experience, the mystery of exploring new areas was absent and having to retread the same game world again was 'somewhat unsatisfying'.[5]GameSpot called the loose structure and openness of the game a 'revelatory change', and was glad to see that some restrictions in previous Zelda titles were not present in A Link Between Worlds.[2] The introduction of the item rental system was well received, with many reviewers pointing out that the system granted players with more freedom.[2][4][5][6]Game Informer enjoyed having items available from the beginning, saying that it allowed them to experiment in combat.[6]IGN and Polygon agreed that losing rented items upon defeat added another layer of challenge and consequence to the game.[3][4]Nintendo Life found streamlining the item system allowed a greater emphasis on aspects such as exploration, solving puzzles and boss fights.[1] However, GamesRadar expressed that the missing excitement of finding key items in dungeons was a drawback of the system.[5]

While reviewers agreed that A Link Between Worlds excelled at using the console's 3D capabilities,[2][3][5] the art direction was divisive among critics.[2][3] Some writers disliked the graphics,[39] and others called them gorgeous.[6] The game's music composition was complimented; Game Informer called the game's soundtrack one of the best in gaming,[6] and GamesRadar thought it was some of the best in the series, praising both the new compositions and the adapted renditions music from A Link to the Past.[5]

List of awards and nominations
AwardCategoryResultRef.
14th Annual Game Developers Choice AwardsBest DesignNominated[40]
Best Handheld/Mobile GameWon
17th Annual D.I.C.E. AwardsAdventure Game of the YearNominated[41]
Game of the YearNominated
Handheld Game of the YearWon
The Daily Telegraph's Video Game Awards 2013Best level designNominated[42]
EGM's Best of 2013Best GameThird[43]
Best of 2013: Reader's ChoiceFourth[44]
Famitsu Awards 2013Excellence AwardWon[45]
Game Informer's Best of 2013 AwardsBest 3DS ExclusiveWon[46]
GameSpot's Game of the Year 2013 Awards3DS Game of the YearWon[47]
Overall Game of the YearWon[48]
Giant Bomb's 2013 Game of the Year AwardsBest GameSecond[49]
Best MusicWon[50]
The Guardian's Top 25 video games of 2013Best GameSixth[51]
IGN's Best of 2013Best 3DS Action-Adventure GameWon[52]
Best 3DS GameWon[53]
Best 3DS MusicWon[54]
Best 3DS StoryNominated[55]
Best Overall Action-Adventure GameNominated[56]
Best Overall GameNominated[57]
Best Overall MusicWon[58]
Nintendo Life's Staff Awards 20133DS Retail First-Party Game of the YearWon[59]
Overall 3DS Game of the YearWon
Overall Game of the Year – Wii U and 3DSSecond
Official Nintendo Magazine's Awards 20133DS Game of the YearWon[60]
Best AudioWon[61]
Polygon's Games of the Year 2013Best GameSecond[62]
Spike's VGX 2013Best Handheld GameWon[63]

Notes[edit]

  1. ^In Japanese: ゼルダの伝説 神々のトライフォース2 (Zeruda no Densetsu: Kamigami no Toraifōsu Tsū)

References[edit]

  1. ^ abcdefghijklmnopWatts, Martin (November 14, 2013). 'The Legend of Zelda: A Link Between Worlds (3DS) Review'. Nintendo Life. Gamer Network. Archived from the original on January 1, 2016. Retrieved March 5, 2016.
  2. ^ abcdefghijklmnopqrstGaston, Martin (November 14, 2013). 'The Legend of Zelda: A Link Between Worlds Review'. GameSpot. CBS Interactive. Archived from the original on January 10, 2016. Retrieved March 5, 2016.
  3. ^ abcdefghijklmMacDonald, Keza (November 14, 2013). 'The Legend of Zelda: A Link Between Worlds Review'. IGN. Ziff Davis. Archived from the original on January 10, 2016. Retrieved March 5, 2016.
  4. ^ abcdefghijklmGies, Arthur (November 15, 2013). 'The Legend of Zelda: A Link Between Worlds review: as a picture'. Polygon. Vox Media. Archived from the original on January 10, 2016. Retrieved March 5, 2016.
  5. ^ abcdefghijklmnoVeloria, Lorenzo (November 14, 2013). 'The Legend of Zelda: A Link Between Worlds review'. GamesRadar. Future. Archived from the original on January 31, 2016. Retrieved March 5, 2016.
  6. ^ abcdefghijklmnopqrstRyckert, Dan (November 14, 2013). 'Everything A Fan Could Hope For - The Legend of Zelda: A Link Between Worlds'. Game Informer. GameStop. Archived from the original on January 10, 2016. Retrieved March 5, 2016.
  7. ^ abcdefgh'The Legend of Zelda: A Link Between Worlds - Manual'(PDF). Nintendo. Archived(PDF) from the original on January 16, 2016. Retrieved March 5, 2016.
  8. ^Claiborn, Samuel (June 11, 2013). 'E3: 2013 Zelda: A Link Between Worlds Remakes 1992's Hyrule Field'. IGN. Ziff Davis. Archived from the original on January 16, 2016. Retrieved March 5, 2016.
  9. ^ abWard, Robert (November 14, 2013). 'Zelda: A Link Between Worlds' StreetPass Feature is Quite Meaty'. Siliconera. Archived from the original on January 16, 2016. Retrieved March 5, 2016.
  10. ^Cipriano, Jason (October 17, 2013). 'A Look At 'The Legend of Zelda: A Link Between Worlds' With Series Producer Eiji Aonuma'. Spike. Viacom. Archived from the original on January 23, 2016. Retrieved March 5, 2016.
  11. ^ abcdefg'Iwata Asks : The Legend of Zelda: A Link Between Worlds : 1. 'Sounds Like an Idea That's 20 Years Old''. Nintendo. p. 1. Archived from the original on March 14, 2016. Retrieved March 14, 2016.
  12. ^ abcdefg'Iwata Asks : The Legend of Zelda: A Link Between Worlds : 2. 'Don't Forget Us!''. Nintendo. p. 2. Archived from the original on March 14, 2016. Retrieved March 14, 2016.
  13. ^ abcdefghijk'Iwata Asks : The Legend of Zelda: A Link Between Worlds : 3. 'Direct Top-down View''. Nintendo. p. 3. Archived from the original on March 14, 2016. Retrieved March 14, 2016.
  14. ^ abc'Iwata Asks : The Legend of Zelda: A Link Between Worlds : 5. 'We can do that?!''. Nintendo. p. 5. Archived from the original on March 14, 2016. Retrieved March 14, 2016.
  15. ^'Zelda's Aonuma discusses the dangers of games that help too much'. Polygon. Vox Media. October 12, 2013. Archived from the original on January 23, 2016. Retrieved March 5, 2016.
  16. ^ abcde'Iwata Asks : The Legend of Zelda: A Link Between Worlds : 4. 'Beautiful Teamwork''. Nintendo. p. 4. Archived from the original on March 14, 2016. Retrieved March 14, 2016.
  17. ^ abcdefg'Iwata Asks : The Legend of Zelda: A Link Between Worlds : 6. 'Rethinking the Unquestioned''. Nintendo. p. 6. Archived from the original on March 14, 2016. Retrieved March 14, 2016.
  18. ^ ab'Iwata Asks : The Legend of Zelda: A Link Between Worlds : 7. 'A Challenge from the Developers''. Nintendo. p. 7. Archived from the original on March 14, 2016. Retrieved March 14, 2016.
  19. ^Gaston, Martin (October 18, 2013). 'The Legend of Zelda: A Link Between Worlds changed slightly because of 2DS'. GameSpot. CBS Interactive. Archived from the original on December 1, 2013. Retrieved March 5, 2016.
  20. ^Bakalar, Jeff (May 1, 2013). 'Exclusive: Zelda 3DS 'feels totally different,' needs to be played in 3D'. CNET. CBS Interactive. Archived from the original on January 1, 2016. Retrieved March 5, 2016.
  21. ^ ab'The Making of The Legend of Zelda: A Link Between Worlds'. Official Nintendo Magazine. Future. March 15, 2014. p. 3. Archived from the original on March 20, 2014. Retrieved March 5, 2016.
  22. ^'A Message from the Composer'. The Legend of Zelda: A Link Between Worlds Original Soundtrack (booklet). Ryo Nagamatsu. Nintendo. 2014.CS1 maint: others (link)
  23. ^ abcMcWhertor, Michael (April 17, 2013). 'The Legend of Zelda: A Link to the Past sequel coming to Nintendo 3DS this holiday'. Polygon. Vox Media. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  24. ^Goldfarb, Andrew (June 11, 2013). 'E3 2013: Zelda: Link To The Past 2 is A Link Between Worlds'. IGN. Ziff Davis. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  25. ^'Nintendo Celebrates New Zelda Game for Wii U with Epic Concert Event'. Business Wire. August 27, 2013. Archived from the original on January 1, 2016. Retrieved March 5, 2016.
  26. ^Mitchell, Richard (January 1, 2013). 'Zelda: A Link Between Worlds dungeons can be played in any order [update]'. Engadget. AOL. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  27. ^Green, Andy (October 18, 2013). 'Hey Australia! You're Getting The Legend of Zelda: A Link Between Worlds Chest Too!'. Nintendo Life. Gamer Network. Archived from the original on October 23, 2013. Retrieved December 16, 2016.
  28. ^Jones, Thomas (October 22, 2013). 'Artwork: The Legend of Zelda: A Link Between Worlds Reversible Covers Shown Off'. Nintendo Life. Gamer Network. Archived from the original on October 24, 2013. Retrieved March 5, 2016.
  29. ^Gera, Emily (October 29, 2013). 'The Legend of Zelda: A Link between Worlds bundle comes with new gold Nintendo 3DS XL'. Polygon. Vox Media. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  30. ^Philips, Tom (September 28, 2015). '3DS games announced for budget-priced Nintendo Selects range'. Eurogamer. Gamer Network. Archived from the original on September 28, 2015. Retrieved March 5, 2016.
  31. ^Jones, Thomas (January 26, 2015). 'The Legend Of Zelda: A Link Between Worlds Soundtrack Added To European Club Nintendo'. Nintendo Life. Gamer Network. Retrieved March 5, 2016.
  32. ^''The Legend of Zelda: Symphony of the Goddesses' Brings the 'Master Quest' Tour Back to Canada in May'. Nintendo. April 29, 2015. Archived from the original on January 18, 2015. Retrieved March 5, 2016.
  33. ^ ab'The Legend of Zelda: A Link Between Worlds for 3DS Reviews'. Metacritic. CBS Interactive. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  34. ^'Best 3DS Video Games for 2013'. Metacritic. CBS Interactive. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  35. ^'All Video Game Releases – 3DS Games – All Releases – By Metascore'. Metacritic. CBS Interactive. Archived from the original on January 1, 2016. Retrieved March 5, 2016.
  36. ^Ishaan (January 8, 2014). 'This Week In Sales: A Link Between Worlds'. Siliconera. Archived from the original on January 1, 2016. Retrieved March 5, 2016.
  37. ^Ishaan (May 7, 2014). 'How Did Zelda: A Link Between Worlds And Super Mario 3D World Do?'. Siliconera. Archived from the original on January 1, 2016. Retrieved March 5, 2016.
  38. ^Wawro, Alex (August 15, 2014). 'Pokemon beats Mario to most popular 3DS game'. Gamasutra. UBM. Archived from the original on January 2, 2016. Retrieved March 5, 2016.
  39. ^Parish, Jeremy (November 8, 2013). 'A Link Between Worlds: Looks Like Crap, Plays Like a Dream'. USgamer. Gamer Network. Archived from the original on March 5, 2016. Retrieved March 5, 2016.
  40. ^'14th Annual Game Developers Choice Awards'. Game Developers Choice Awards. UBM. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  41. ^'D.I.C.E. Awards By Video Game Details – The Legend of Zelda: A Link Between Worlds'. Academy of Interactive Arts & Sciences. Archived from the original on February 23, 2015. Retrieved March 5, 2016.
  42. ^Hoggins, Tom (December 31, 2013). 'Telegraph Video Game Awards 2013'. The Daily Telegraph. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  43. ^'EGM's Best of 2013: Part Five: #05 ~ #01'. Electronic Gaming Monthly. December 29, 2013. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  44. ^'EGM's Best of 2013: Reader's Choice'. Electronic Gaming Monthly. December 29, 2013. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  45. ^'ファミ通アワード2013授賞式が開催 ゲーム・オブ・ザ・イヤーは『モンスターハンター4』' [Famitsu Awards 2013 ceremony held Game of the Year is 'Monster Hunter 4']. Famitsu (in Japanese). Enterbrain. April 23, 2014. Archived from the original on February 7, 2016. Retrieved March 5, 2016.
  46. ^Bertz, Matt (January 7, 2014). 'Game Informer Best Of 2013 Awards'. Game Informer. GameStop. p. 2. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  47. ^'3DS Game of the Year 2013 Winner'. GameSpot. CBS Interactive. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  48. ^'Overall Game of the Year 2013 Winner'. GameSpot. CBS Interactive. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  49. ^'Giant Bomb's 2013 Game of the Year Awards: Day Two'. Giant Bomb. CBS Interactive. December 24, 2013. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  50. ^'Giant Bomb's 2013 Game of the Year Awards: Day Five'. Giant Bomb. CBS Interactive. December 27, 2013. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  51. ^Stuart, Keith (December 19, 2013). 'Top 25 video games of 2013: 10-6'. The Guardian. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  52. ^'Best 3DS Action-Adventure Game'. IGN. Ziff Davis. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  53. ^'Best 3DS Game'. IGN. Ziff Davis. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  54. ^'Best 3DS Music'. IGN. Ziff Davis. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  55. ^'Best 3DS Story'. IGN. Ziff Davis. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  56. ^'Best Overall Action-Adventure Game'. IGN. Ziff Davis. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  57. ^'Best Overall Game'. IGN. Ziff Davis. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  58. ^'Best Overall Music'. IGN. Ziff Davis. Archived from the original on December 22, 2015. Retrieved March 5, 2016.
  59. ^Whitehead, Thomas (December 30, 2013). 'Game of the Year: Nintendo Life's Staff Awards 2013'. Nintendo Life. Gamer Network. Archived from the original on January 16, 2016. Retrieved March 5, 2016.
  60. ^Castle, Matthew (February 2, 2014). 'ONM Awards 2013'. Official Nintendo Magazine. Future. p. 1. Archived from the original on March 26, 2014. Retrieved March 5, 2016.
  61. ^Castle, Matthew (February 2, 2014). 'ONM Awards 2013'. Official Nintendo Magazine. Future. p. 2. Archived from the original on March 14, 2014. Retrieved March 5, 2016.
  62. ^Farokhmanesh, Megan (January 15, 2014). 'Polygon's Games of the Year 2013 #2: The Legend of Zelda: A Link Between Worlds'. Polygon. Archived from the original on January 16, 2016. Retrieved March 5, 2016.
  63. ^Whitehead, Thomas (December 8, 2013). 'The Legend of Zelda: A Link Between Worlds Picks Up Best Handheld Game VGX Award'. Nintendo Life. Gamer Network. Archived from the original on December 22, 2015. Retrieved March 5, 2016.

External links[edit]

Retrieved from 'https://en.wikipedia.org/w/index.php?title=The_Legend_of_Zelda:_A_Link_Between_Worlds&oldid=902451462'