{"id":685,"date":"2025-08-09T14:50:45","date_gmt":"2025-08-09T04:50:45","guid":{"rendered":"https:\/\/nonlinearexperience.com\/?page_id=685"},"modified":"2025-10-06T08:43:16","modified_gmt":"2025-10-05T22:43:16","slug":"game-analysis-the-legend-of-zelda-a-link-to-the-past","status":"publish","type":"page","link":"https:\/\/nonlinearexperience.com\/index.php\/projects\/subliminor\/game-analysis\/game-analysis-the-legend-of-zelda-a-link-to-the-past\/","title":{"rendered":"Game analysis &#8211; The Legend of Zelda: A Link to the Past"},"content":{"rendered":"<h1 class=\"wp-block-post-title\">Game analysis &#8211; The Legend of Zelda: A Link to the Past<\/h1>\n\n\n<figure class=\"wp-block-image size-large is-resized\"><img decoding=\"async\" src=\"https:\/\/upload.wikimedia.org\/wikipedia\/en\/2\/21\/The_Legend_of_Zelda_A_Link_to_the_Past_SNES_Game_Cover.jpg\" alt=\"\" style=\"width:650px;height:auto\"\/><\/figure>\n\n\n\n<p>source: <a href=\"https:\/\/upload.wikimedia.org\/wikipedia\/en\/2\/21\/The_Legend_of_Zelda_A_Link_to_the_Past_SNES_Game_Cover.jpg\">https:\/\/upload.wikimedia.org\/wikipedia\/en\/2\/21\/The_Legend_of_Zelda_A_Link_to_the_Past_SNES_Game_Cover.jpg<\/a><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Production information<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>System<\/strong>: SNES<\/li>\n\n\n\n<li><strong>Year<\/strong>: <\/li>\n\n\n\n<li><strong>Designer<\/strong>: Shigeru Miyamoto<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Initial play through<\/h2>\n\n\n\n<p>It can be played online!<\/p>\n\n\n\n<p><a href=\"https:\/\/emulatorgames.onl\/snes-the-legend-of-zelda-a-link-to-the-past\">https:\/\/emulatorgames.onl\/snes-the-legend-of-zelda-a-link-to-the-past<\/a><\/p>\n\n\n\n<p>Well, it&#8217;s hard, because I have played it so many times&#8230;<\/p>\n\n\n\n<p>Key reasons <strong>I like<\/strong> it are:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>the aesthetic<\/li>\n\n\n\n<li>sound design<\/li>\n\n\n\n<li>music<\/li>\n\n\n\n<li>movement<\/li>\n\n\n\n<li>exploration<\/li>\n<\/ul>\n\n\n\n<p><strong>Not so much<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>a little more on rails than the original Zelda game (<a href=\"https:\/\/en.wikipedia.org\/wiki\/The_Legend_of_Zelda_(video_game)\">https:\/\/en.wikipedia.org\/wiki\/The_Legend_of_Zelda_(video_game)<\/a>)<\/li>\n<\/ul>\n\n\n\n<p>As soon as you open it up into that opening scene &#8211; the music, the sound effects, the narrative that dumps you in the middle of a question. For me, they are all elements that inspire and delight on multiple levels. The graphic palette is rich, but not kiddy, not too warm, not too cold, not too light and not too dark. I think it&#8217;s just right. It is a well balanced secondary palette&#8230; a 16 bit palette.<\/p>\n\n\n\n<p>The impressive part is how they get so much out of the limitations &#8211; that I think is very inspiring<\/p>\n\n\n\n<p>There is a level of symbolism which works on my brain to fill in the detail and engage with it I think<\/p>\n\n\n\n<p>I think it is a very cinematic opening<\/p>\n\n\n\n<p>I think a good way to describe it is with an &#8216;enhanced&#8217; storyboard<\/p>\n\n\n\n<p><strong>Game storyboard<\/strong><\/p>\n\n\n\n<p>EXT\/INT &#8211; SCENE TITLE\/LOCATION &#8211; TIME &#8211; WHAT IS ON SCREEN &#8211;  &#8211; TEXT &#8211; IN GAME INTERACTION (including getting to other screens OR NOT &#8211; from here player can&#8230; go through SOUTH door) &#8211; GAME (WHAT HAPPENS AT END IF NO INTERACTION)? FLAGS SET OR CHECKED &#8211; REFER TO MASTER LIST<\/p>\n\n\n\n<div class=\"wp-block-merpress-mermaidjs diagram-source-mermaid\"><pre class=\"mermaid\">---\ntitle: Example\n---\n\nflowchart TD\n    A[A] -->|Get money| B(Go shopping)\n    B --> C{Let me think}\n    C -->|One| D[Laptop]\n    C -->|Two| E[iPhone]\n    C -->|Three| F[fa:fa-car Car]<\/pre><\/div>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td>SCN.<\/td><td>GFX.<\/td><td>ANI.<\/td><td>TXT.<\/td><td>MSC.<\/td><td>SFX.<\/td><td>INT.<\/td><\/tr><tr><td>1<\/td><td>black screen<br><br>nintendo logo<\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td>2<\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td>1.1<\/td><td>fade in<br><br>Links house &#8211; night time<\/td><td>lightning<\/td><td><\/td><td><\/td><td><\/td><td>n\/a<\/td><\/tr><tr><td>1.2<\/td><td><\/td><td><\/td><td><\/td><td><\/td><td><\/td><td>puppeted out of bed &#8211; then have control<br><br>pot 1<br>pot 2<br>pot 3<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p><\/p>\n\n\n\n<p>FADE IN:<\/p>\n\n\n\n<p>INT. LINK&#8217;S HOUSE &#8211; NIGHT &#8211; NO CONTROL &#8211; <\/p>\n\n\n\n<p>Sun comes up &#8211; cut to&#8230;<\/p>\n\n\n\n<p>INT. LINK&#8217;S HOUSE &#8211; DAY<\/p>\n\n\n\n<p>ITEMS &#8211; Three POTS [ITM1, ITM2, ITM3] and a CHEST[ITM4] are here.<\/p>\n\n\n\n<p>NPC &#8211; UNCLE [NPC1] is here &#8211; but then leaves.<\/p>\n\n\n\n<p>PORTALS &#8211; from here Link can go through SOUTH DOOR [e1]<\/p>\n\n\n\n<p>SFX &#8211; MUFFLED RAIN(SFX3) can be heard<\/p>\n\n\n\n<p>MUSIC &#8211; OVERTURE(MSC1) can be heard<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><\/td><td><\/td><td><\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p>Initially, you have no control &#8211; it seems to be night time &#8211; we are in bed &#8211; uncle is standing there<\/p>\n\n\n\n<p>text appears &#8211; you need to interact with game otherwise it sits there indefinitely&#8230; have to keep pressing &#8216;y&#8217;<\/p>\n\n\n\n<p>&#8216;sun&#8217; coms up &#8211; uncle &#8216;speaks to you &#8211; music changes to plaitiff part of overture &#8211; interact with uncle text<\/p>\n\n\n\n<p>Uncle leaves through door<\/p>\n\n\n\n<p>POT [ITM1] &#8211; contains HEART &#8211; replenished each time you return to room &#8211; NO SFX<\/p>\n\n\n\n<p>POT [ITM2] &#8211; contains HEART &#8211; replenished each time you return to room &#8211; NO SFX<\/p>\n\n\n\n<p>POT [ITM3] &#8211; contains HEART &#8211; replenished each time you return to room &#8211; NO SFX<\/p>\n\n\n\n<p>CHEST [ITM4]  &#8211; contains LAMP &#8211; replenished each time you return to room &#8211; NO SFX<\/p>\n\n\n\n<p>Collect HEARTS up to your maximum<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>Just looking at the first section of the game up to <\/p>\n\n\n\n<p>Codify things<\/p>\n\n\n\n<p>UC &#8211; user control (a set of what they can do at that current point)<\/p>\n\n\n\n<p>&#8216;in game&#8217; &#8211; &#8216;out of game&#8217; things like accessing the UI screen\/ save games etc.<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p><strong>Credits and title sequence<\/strong><\/p>\n\n\n\n<p>Black screen &#8211; white text pops up: &#8216;Nintendo Presents:&#8217; &#8211; accompanying sound is &#8216;collect item&#8217; sound &#8211; fades to black<\/p>\n\n\n\n<p>Black screen &#8211; copy right at bottom (c 1991, 1992 Nintendo) &#8211; Zelda Triforce icon animates in to the sound of descending chime pattern &#8211; once complete &#8211; game title appears &#8211; triumphal fanfare &#8211; sword drops in with &#8216;collect item&#8217; sound &#8211; screen flashes multicolour &#8211; background image of mountains\/castle\/moat etc. appears &#8211; PLAYER can use controls&#8230;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>NOT &#8211; <strong>can use controls at any point<\/strong>\n<ul class=\"wp-block-list\">\n<li>music reaches final crescendo &#8211; lots of sparkles on the words\/items &#8211; hold&#8230; then<\/li>\n\n\n\n<li>cut to Epilogue animation &#8211; back story &#8211; very dramatic overture music &#8211; this is also the music that is used in game at the start too but an extended version&#8230;<\/li>\n\n\n\n<li>starts with the three lines of text &#8211; a set of images<\/li>\n\n\n\n<li>goes to the 3d map zoom in on castle<\/li>\n\n\n\n<li>to interior of castle with puppeted characters &#8211; more text on screen<\/li>\n\n\n\n<li>a few more location changes<\/li>\n\n\n\n<li>the whole game resets to the start again at the end&#8230;scene 1<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>DO &#8211; player select screen&#8230;<\/li>\n<\/ul>\n\n\n\n<p>Player select screen &#8211; 3 slots available &#8211; option to choose &#8211; up\/down_ &#8216;copy player&#8217; or &#8216;erase player&#8217;. &#8211; first play &#8211; can&#8217;t copy or erase &#8211; but can make a new player&#8230;<\/p>\n\n\n\n<p>players appear with registered name and current health status<\/p>\n\n\n\n<p>register your name<\/p>\n\n\n\n<p>erase player &#8211; &#8216;which player do you want to erase?&#8217;<\/p>\n\n\n\n<p>Click button to engage with game<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Tutorial section<\/h4>\n\n\n\n<p>In this section &#8211; there is a limit to where we can go &#8211; paths blocked on three sides &#8211; so the only way is UP to the castle&#8230;<\/p>\n\n\n\n<p><strong>Opening scene &#8211; Links house<\/strong><\/p>\n\n\n\n<p>Initially, you have no control &#8211; it seems to be night time &#8211; we are in bed &#8211; uncle is standing there<\/p>\n\n\n\n<p>text appears &#8211; you need to interact with game otherwise it sits there indefinitely&#8230; have to keep pressing &#8216;y&#8217;<\/p>\n\n\n\n<p>&#8216;sun&#8217; coms up &#8211; uncle &#8216;speaks to you &#8211; music changes to plaitiff part of overture &#8211; interact with uncle text<\/p>\n\n\n\n<p>Uncle leaves through door<\/p>\n\n\n\n<p>we are puppeted out of bed&#8230;<\/p>\n\n\n\n<p>Allowed control<\/p>\n\n\n\n<p>Game prompt appears every so often &#8211; this continues until we get to castle&#8230;<\/p>\n\n\n\n<p>Explore the room<\/p>\n\n\n\n<p>Limited options<\/p>\n\n\n\n<p>Move around &#8211; open chest, pick up jars, go through door<\/p>\n\n\n\n<p>If you open chest you get Lantern &#8211; sets game flag for that item<\/p>\n\n\n\n<p><strong>Outside<\/strong><\/p>\n\n\n\n<p>Heavy rain sound &#8211; we can wander around<\/p>\n\n\n\n<p>Bump into guards &#8211; they give you tutorial promots on what to do &#8211; they are on a cycle:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>us soldiers have been around&#8230;you can learn a lot from us<\/li>\n\n\n\n<li>go to bed&#8230;<\/li>\n\n\n\n<li>I see you brought a map &#8211; how to use it<\/li>\n\n\n\n<li>You look strong &#8211; how to drag\/push<\/li>\n\n\n\n<li>Using a sword &#8211; how to use sword<\/li>\n\n\n\n<li>That mark on your map must be your destination<\/li>\n\n\n\n<li>Finding valuable &#8211; how to open chests<\/li>\n<\/ul>\n\n\n\n<p>Game prompt appears every so often<\/p>\n\n\n\n<p>Castle<\/p>\n\n\n\n<p>open chest #2 &#8211; check flag if you DON&#8217;T have lamp, it is given, if you DO, get 5 rupees<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Game states<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>opening sequence<\/strong>\n<ul class=\"wp-block-list\">\n<li>no input allowed<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li><strong>game title appears<\/strong>\n<ul class=\"wp-block-list\">\n<li>input allowed<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li><strong>player select screen<\/strong>\n<ul class=\"wp-block-list\">\n<li>input allowed<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>g<\/li>\n\n\n\n<li><\/li>\n<\/ul>\n\n\n\n<p>Game play is &#8216;real-time&#8217;<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Level design<\/h3>\n\n\n\n<p>character<\/p>\n\n\n\n<p>levels<\/p>\n\n\n\n<p>tutorial level<\/p>\n\n\n\n<p>difficulty<\/p>\n\n\n\n<p>sound<\/p>\n\n\n\n<p>juice<\/p>\n\n\n\n<p>story\/setting etc.<\/p>\n\n\n\n<p>what it is and how it is conveyed<\/p>\n\n\n\n<p>structure of game<\/p>\n\n\n\n<p>opening state<\/p>\n\n\n\n<p>game state<\/p>\n\n\n\n<p>end state<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Mechanics<\/h3>\n\n\n\n<p>ADSR<\/p>\n\n\n\n<p>yes, it has to feel good, but it is less critical to the game as a platformer is&#8230;<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Dynamics<\/h3>\n\n\n\n<p><\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Aesthetics<\/h3>\n\n\n\n<p>&nbsp;1. Sensation<\/p>\n\n\n\n<p>Game as sense-pleasure<\/p>\n\n\n\n<p>2. Fantasy<\/p>\n\n\n\n<p>Game as make-believe<\/p>\n\n\n\n<p>3. Narrative<\/p>\n\n\n\n<p>Game as drama<\/p>\n\n\n\n<p><strong>4. Challenge<\/strong><\/p>\n\n\n\n<p>Game as obstacle course<\/p>\n\n\n\n<p>5. Fellowship<\/p>\n\n\n\n<p>Game as social framework<\/p>\n\n\n\n<p>6. Discovery<\/p>\n\n\n\n<p>Game as uncharted territory<\/p>\n\n\n\n<p>7. Expression<\/p>\n\n\n\n<p>Game as self-discovery<\/p>\n\n\n\n<p>8. Submission<\/p>\n\n\n\n<p>Game as pastime<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><\/h3>\n\n\n\n<h3 class=\"wp-block-heading\">Game feel<\/h3>\n\n\n\n<p>Input\u2014The physical construction of the device through which player intent is expressed to the system and how this changes game feel.<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td>Button<\/td><td>States<\/td><td>Signals<\/td><td>Combination<\/td><td><\/td><\/tr><tr><td>X<\/td><td>2<\/td><td>Boolean<\/td><td>B, any direction<\/td><td>start game<\/td><\/tr><tr><td>Z<\/td><td>2<\/td><td>Boolean<\/td><td><\/td><td>shoot<\/td><\/tr><tr><td>Up<\/td><td>2<\/td><td>Boolean<\/td><td><\/td><td>normal jump, press for high jump\/stick to ceiling<\/td><\/tr><tr><td>Down<\/td><td>2<\/td><td>Boolean<\/td><td><\/td><td>drop off ceiling<\/td><\/tr><tr><td>Left<\/td><td>2<\/td><td>Boolean<\/td><td><\/td><td>drop back to be at same speed as scrolling background<\/td><\/tr><tr><td>Right<\/td><td>2<\/td><td>Boolean<\/td><td><\/td><td>drop back to be at same speed as scrolling background<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p>Response\u2014How the system processes, modulates and responds to player input in real time.<\/p>\n\n\n\n<p>Horizontal movement<br>State change<\/p>\n\n\n\n<p>Ground<\/p>\n\n\n\n<p>Air<\/p>\n\n\n\n<p>Is it the same?<\/p>\n\n\n\n<p>Context\u2014The effect of simulated space on game feel. How collision code and level design give meaning to real-time control.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>High-level context\u2014The impression of space, speed and motion inherent in the overall conception of the game world<\/li>\n\n\n\n<li>Medium-level context\u2014The immediate space around a character and how the character interacts with objects moving through that space, for example, object avoidance<\/li>\n\n\n\n<li>Low-level context\u2014The intimate, tactile, personal interaction between objects<\/li>\n<\/ul>\n\n\n\n<p>Polish\u2014Effects that artificially enhance impression of a unique physical reality in the game.<\/p>\n\n\n\n<p>Animation<\/p>\n\n\n\n<p>Visual effects<\/p>\n\n\n\n<p>Sound effects<\/p>\n\n\n\n<p>Cinematic effects<\/p>\n\n\n\n<p>Tactile effects<\/p>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td>Animations<\/td><td>Visual Effects<\/td><td>Sound Effects<\/td><td>Cinematic Effects<\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><tr><td><\/td><td><\/td><td><\/td><td><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><\/td><td>Visual Effects<\/td><\/tr><tr><td>Masses<\/td><td><\/td><\/tr><tr><td>Velocity<\/td><td><\/td><\/tr><tr><td>Momentum<\/td><td><\/td><\/tr><tr><td>Materials<\/td><td><\/td><\/tr><tr><td>Friction<\/td><td><\/td><\/tr><tr><td>Gravity<\/td><td><\/td><\/tr><tr><td>Shape<\/td><td><\/td><\/tr><tr><td>Elasticity<\/td><td><\/td><\/tr><tr><td>Plasticity<\/td><td><\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p>Metaphor\u2014How the game\u2019s representation and treatment change player expectations about the behavior, movement and interactions of game objects.<\/p>\n\n\n\n<p>Iconic representation<\/p>\n\n\n\n<p>Rules\u2014How arbitrary relationships between abstracted variables in the game change player perception of game objects, define challenges and modify sensations of control.<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>High-level rules consist of broad sets of goals that focus the player on a particular subset of motions, such as collecting coins. High-level rules can also take the form of health and damage systems.<\/li>\n\n\n\n<li>Mid-level rules are rules for specific objects in the game world that give immediate meaning to an action, such as capturing the flag in a capture-the-flag multiplayer game.<\/li>\n\n\n\n<li>Low-level rules further define the physical properties of individual objects, such as how much damage it takes an avatar to destroy an enemy.<\/li>\n<\/ul>\n\n\n\n<p>Collision<\/p>\n\n\n\n<p>Camera<\/p>\n\n\n\n<p><strong>Context<\/strong><\/p>\n\n\n\n<p>Polish<\/p>\n\n\n\n<p>Metaphor<\/p>\n\n\n\n<p>Rules<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>RESOURCES<\/p>\n\n\n\n<p><\/p>\n\n\n\n<p>Hunicke, R., LeBlanc, M., &amp; Zubek, R. (2004). <em>MDA: A Formal Approach to Game Design and Game Research<\/em>. &#8211; <a href=\"https:\/\/users.cs.northwestern.edu\/~hunicke\/MDA.pdf\">https:\/\/users.cs.northwestern.edu\/~hunicke\/MDA.pdf<\/a><\/p>\n\n\n\n<p><\/p>\n\n\n\n<p><a href=\"https:\/\/www.gamesradar.com\/the-making-of-the-legend-of-zelda-a-link-to-the-past\">https:\/\/www.gamesradar.com\/the-making-of-the-legend-of-zelda-a-link-to-the-past<\/a><\/p>\n\n\n\n<p><a href=\"https:\/\/www.gamesradar.com\/history-of-the-legend-of-zelda\">https:\/\/www.gamesradar.com\/history-of-the-legend-of-zelda<\/a><\/p>\n\n\n\n<p><br><\/p>\n","protected":false},"excerpt":{"rendered":"<p>source: https:\/\/upload.wikimedia.org\/wikipedia\/en\/2\/21\/The_Legend_of_Zelda_A_Link_to_the_Past_SNES_Game_Cover.jpg Production information Initial play through It can be played online! https:\/\/emulatorgames.onl\/snes-the-legend-of-zelda-a-link-to-the-past Well, it&#8217;s hard, because I have played it so many times&#8230; Key reasons I like it are: Not so much As soon as you open it up into that opening scene &#8211; the music, the sound effects, the narrative that dumps you [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":872,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"nlx-pages","meta":{"footnotes":""},"class_list":["post-685","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages\/685","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/comments?post=685"}],"version-history":[{"count":2,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages\/685\/revisions"}],"predecessor-version":[{"id":982,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages\/685\/revisions\/982"}],"up":[{"embeddable":true,"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/pages\/872"}],"wp:attachment":[{"href":"https:\/\/nonlinearexperience.com\/index.php\/wp-json\/wp\/v2\/media?parent=685"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}