Yay! Time for my reply to something I haven't been involved in for a long time!
I suppose I should start at the top, and work my way down.
First, LinktheMaster:
That's quite a bit of purple. Purple water, purple trees... I'm curious as to why. Is it for artisic purposes, or is there a reason for it? Either way is fine. Though, I'm not a fan of the shades of purple you used. They seem a bit too vibrant. If you toned it down, I think it'd look better. The shrubbery around the edges is a nice touch. And the red-eyed crows scare me. They look thirsty for blood.
I think you could choose a better color for the menu up top, though I'm happy to see you're experimenting with something other than black. Maybe just a darker version of that. Good sprites up there, too. Is your B item the boomerang? I prefer a different kind of health bar (the kind you use is a bit hard to glance at and get good information). The layout looks good, save for the four lined-up trees. Those diagonal trees just seem a bit unnatural to me. And as much as everybody seems to like those Prince-made mountains, they still look like stomachs to me. I dunno... they just don't work for me.
Next up, Gashin:
Yeah, lots of people love this screen. And for good reason. It really is well put together, and boasts a lot of eye-candy. Gashin is one of the best tile-artists around. Those just discovering this fact have been out of the loop; he's been creating great tiles for a long time now. But no screen is perfect, and I like to get even those tiny details ironed out so that it can only improve. So, here are my (very) minor suggestions:
+ Mix up those flowers a bit! Every white flower on that screen comes from the same pattern: bottom left, top right. Get some other combinations in there to mix things up! How about top right - bottom right? Or top left - bottom left - bottom right? Maybe even top right - middle left. Anyway, maybe something to break up the pattern. Also, another color or two would be very nice. Perhaps a very light pink or blue, if your palette allows?
+ Curve the grass! All your long grass ends at right angles. It would flow better if your grass at least curved at the corners. Hmm... maybe you could even be the first to create a transition tile that changes long grass to short. That would be something new, and I'm sure it would look nice.
+ Get rid of the tile fences! While the fences do look nice (and I see the backward fences - nice touch), they are easily identifiable as tiles. If you connected the fences, you could make the graphics feel more natural.
+ Square dirt? It looks good, but... I think it COULD look better if you created some natural dirt. The house does seem to be out in the wilderness...
+ Change the perspective of the small trees! The big trees come from a more top-down view; the small ones seem more at a side. Not very noticable, but if you're going for perfection, that would need to be addressed.
+ Different palette? Everyone seems to love this palette, but it seems a bit bright to me. If you made it just a touch more vibrant and less pastel, and a couple shades darker, I'd really like it.
All around, your shot is great. The good in this shot far outweighs anything I mentioned. I just mentioned those because I believe there's always room to improve. I especially like the rounded entrance to the house.
Now we have Radien:
Another good shot (but what can I expect? It's shot of the Month). The main attraction (yes, the bird) looks great. It's animation seems smooth and real. In the foreground, the only things that look strange are the hookshot posts (those ARE hookshot posts, right?). It just seems really wierd to have wooden stakes sticking out of stone slabs. Other than that, the foreground looks nice. The background also looks good, though I think more could be done with the sky. As it stands, it's a bit... bare. The clouds add somewhat, but their simplicity doesn't help much other than to add variation. If you could somehow add... cloud texture... to the clouds, I think it'd work well. Don't ask what I mean by cloud texture, because I don't know. Maybe you could try night instead of day? It wouldn't be a hard transition: just get the sky to a darker color of blue. Then maybe some darker grey rainclouds? And pouring rain? You could even get some flashes of lightning in there. And not just layer 6 white that shows up every few seconds, either. Lightning that illuminates the battlefield in the pouring rain. As to how you would illuminate it... palette cycling? If that's not an option, then perhaps make this boss battle its very own palette if you haven't already, and dedicate one cset to illuminated objects. Then, if you're willing to use the tile space, you can use animation to create flashes of illumination every once in a while. Or even just a starry nighttime scene? I don't know. Just some ideas. Of course, daytime can work well, too. But again, nice job on the boss.
Finally, we've got Shashomaru:
First, I like the shrubbery/vines on the top and left sides of the screen. Also, good use of shadows. The cliffs, though, seem a bit confusing. You've got them overlapping all over the place. The top-right and middle-left parts of the screen, in particular, look confusing. The torches look good for the most part, but the tops look odd, as they are flat. Maybe if you could shade the inside to make it look curved inward, or did the opposite and pushed the top of the torch outward and into a point. My wording is a bit choppy there... try to make sense of it. I know people have been raving about that clear water, but it just doesn't look right to me. Seeing a murky brown with blue ripples just doesn't seem real. Maybe it's just me, since everybody else seems to love it. The sparkles that blink on the screen could be a nice touch, or could just be strange. I would think that they would work well. They seem kind of like my forest sprites and fairies, where you need to see them in true action to really appreciate them. And it's definately unique, with great potiential. So some good points there.
Hoo boy, that was fun. Lucky this wasn't a 9-entry SotW. That would take a while.
Overall, I liked the selection of shots. While each had its good points, Gashin's shot wins above the rest. Great tiles back up a good layout. The palette is a bit bright for my tastes, but it works. Overall, the shot just flows. So congrats, Gashin.