Shane:
What's the "secret," where Link is hiding?...
Nice, basic outdoor screen, but without any subscreen, player character, enemies, or other details, it's too generic to think much else.
Ventus:
That's a nice Classic-style screen you've got going there. Simple, but good. Could be a little cramped, though, depending.
The subscreen needs work. The "Hit Points" label is closer to the tech bar than the hearts. Heck, you might just want to do away with both labels. I would put the tech bar below the hearts either way, though. That's how almost all games do it. And spread out the icons on the right half of the subscreen to look less cramped.
Hergiswi:
Hey, does this use a side-view ladder script? Very nice.

This is a screen I'd love to see in action, because if it does what it looks like it does, that'd be tough to pull off in ZC. I hope you succeeded.
Nice graphics, too. The bats are very hard to see, but I'm going to assume that was intentional.
Gonken:
Hmm, interesting pale palette there; it's a little purplish. This is a nice Classic screen, to be sure, but there's not much to distinguish it.
Nolornborn:
A village in the middle of a sewer...? They'd better have a darn good reason to be living there, because that's pretty nasty, and extremely unhealthy. Even for a video game.
The design isn't bad, but it's a little too "busy."
Marco:
Ahh, I see you've made some changes to a few commonly used Pure graphics. That's nice. Some DoR graphics in there, too. This is a good-looking screen, though the walk flags are not very obvious, so I suppose its functionality depends on whether the flippers are a part of your quest.
PrinceMSC:
Wow, very impressive.

Your tile-drawing skills continue to show through. This is a simple transition screen, but still... Link is there, and it has a presence of sorts.
I'd still prefer to see some enemies or a subscreen or something, but everything else is so well-done that it wins my vote anyway. So there ya go.