1 00:00:02,790 --> 00:00:08,210 Hi. My name’s Mark and this is Boss Keys - a series about the dungeon design in the Legend 2 00:00:08,210 --> 00:00:09,420 of Zelda games. 3 00:00:09,420 --> 00:00:11,930 We’re almost at the end of this journey. 4 00:00:11,930 --> 00:00:16,470 But before we finish this series - I wanted to go back to where it all began, and look 5 00:00:16,470 --> 00:00:18,900 at the very first two Zelda games. 6 00:00:18,900 --> 00:00:20,420 Well, actually I didn’t want to. 7 00:00:20,420 --> 00:00:23,849 But, I got a lot of requests to include these games, so here we are. 8 00:00:23,849 --> 00:00:26,730 If this episode sucks, it’s your fault. 9 00:00:26,730 --> 00:00:29,090 So let’s start with The Legend of Zelda. 10 00:00:29,090 --> 00:00:33,710 This game was made as in attempt to capture designer Shigeru Miyamoto’s childhood experiences 11 00:00:33,710 --> 00:00:35,450 of exploring the Japanese countryside. 12 00:00:35,450 --> 00:00:40,960 So the game is mysterious and surprising - it begs you to simply wander off from the starting 13 00:00:40,960 --> 00:00:44,150 screen and explore this strange, sprawling landscape. 14 00:00:44,150 --> 00:00:48,260 Oh, and hopefully find eight pieces of the triforce and save princess Zelda. 15 00:00:48,260 --> 00:00:50,920 You’ll get those pieces in the dungeons. 16 00:00:50,920 --> 00:00:56,390 Yes, right back in the very first game, Zelda was split between the overworld and the underworld, 17 00:00:56,390 --> 00:01:00,460 and had you exploring a number of underground mazes where you’d fight a boss and get a 18 00:01:00,460 --> 00:01:02,420 new piece of the triforce. 19 00:01:02,420 --> 00:01:06,630 And these labyrinths absolutely established a lot of the ideas that would go on to define 20 00:01:06,630 --> 00:01:08,790 a Zelda dungeon in future games. 21 00:01:08,790 --> 00:01:14,890 Every one of these mazes has a boss, an item, a map, a compass, and a bunch of small keys 22 00:01:14,890 --> 00:01:16,430 and locks. 23 00:01:16,430 --> 00:01:21,381 And while almost every room is a tricky combat challenge, the real goal is just finding your 24 00:01:21,381 --> 00:01:22,390 way to the exit. 25 00:01:22,390 --> 00:01:26,950 You’ll notice that the rooms are not laid out in a linear fashion, but are interconnected 26 00:01:26,950 --> 00:01:30,670 and littered with locked doors and obstacles, which means you’ll need to be careful to 27 00:01:30,670 --> 00:01:35,000 not get lost, and must go on the hunt for things like keys and items. 28 00:01:35,000 --> 00:01:40,080 Unfortunately, pretty much everything Zelda 1 established in terms of dungeons, was quite... 29 00:01:40,080 --> 00:01:41,080 unrefined. 30 00:01:41,080 --> 00:01:44,729 And most of this stuff would get rethought and fixed up in later games. 31 00:01:44,729 --> 00:01:46,799 Take the keys. 32 00:01:46,799 --> 00:01:48,830 Every Zelda game has small keys. 33 00:01:48,830 --> 00:01:53,580 They can be used on any normal door, but they disappear as soon as you use them. 34 00:01:53,580 --> 00:01:58,220 In a typical Zelda game, these keys are restricted to the dungeon where you find them - but that’s 35 00:01:58,220 --> 00:02:03,640 not true in Zelda 1, where a key can be used in any door in the entire game. 36 00:02:03,640 --> 00:02:08,090 And, predictably, this leads to all kinds of messy situations. 37 00:02:08,090 --> 00:02:11,790 It most often means that you have more keys than you need. 38 00:02:11,790 --> 00:02:15,319 There are several dungeons with excess keys, and plenty of locked rooms that you never 39 00:02:15,319 --> 00:02:19,359 need to unlock because they just contain optional items like the compass or a hint. 40 00:02:19,360 --> 00:02:23,480 So that means you might saunter into a dungeon with a handful of keys already in your pocket, 41 00:02:23,480 --> 00:02:25,519 making the dungeon a bit of a cakewalk. 42 00:02:25,519 --> 00:02:29,799 That’s not ideal, but it’s much better than walking into a dungeon and finding yourself 43 00:02:29,799 --> 00:02:35,129 with not enough keys - which can happen if you unlock every door you come across, or 44 00:02:35,129 --> 00:02:36,840 don’t explore every dungeon thoroughly. 45 00:02:36,840 --> 00:02:40,909 And there are dungeons where there aren’t enough keys in the dungeon itself to open 46 00:02:40,909 --> 00:02:42,109 all the doors. 47 00:02:42,109 --> 00:02:43,659 Take Level 6. 48 00:02:43,659 --> 00:02:47,980 If you walk into the dungeon with no keys, you’ll immediately pick up one key and be 49 00:02:47,980 --> 00:02:49,620 faced with two locked doors. 50 00:02:49,620 --> 00:02:54,310 The one on the right merely leads to a hint room and then... well, you’re screwed. 51 00:02:54,310 --> 00:02:57,709 It’s either back to an earlier dungeon to hunt down a key. 52 00:02:57,709 --> 00:02:58,709 Ugh. 53 00:02:58,709 --> 00:03:00,200 Or you can buy one from the shop. 54 00:03:00,200 --> 00:03:04,560 Which feels like a bit of a messy fix, and these keys are super expensive, which sucks 55 00:03:04,560 --> 00:03:06,799 when rupees are so quite hard to come by. 56 00:03:06,799 --> 00:03:11,450 Ultimately, Zelda dungeons just work best as self contained spaces - so the change to 57 00:03:11,450 --> 00:03:15,609 restrict a small key to the dungeon where you found it, was a good decision. 58 00:03:15,609 --> 00:03:18,400 Here’s something else that later Zelda games fixed. 59 00:03:18,400 --> 00:03:23,590 In Zelda 1, many dungeons let you finish the level without ever picking up the key item. 60 00:03:23,590 --> 00:03:28,279 In Level 1, it’s really easy to just completely miss the bow and arrow, and you might not 61 00:03:28,279 --> 00:03:33,510 even realise you did until Level 6, where you need the arrows to kill this spider boss. 62 00:03:33,510 --> 00:03:37,150 Now, the solution to this problem can be found... in the game itself. 63 00:03:37,150 --> 00:03:41,169 In another dungeon, the fourth one, you can’t get to the boss room because of this water. 64 00:03:41,169 --> 00:03:44,859 So you need to find the stepladder, elsewhere in the dungeon, to advance. 65 00:03:44,859 --> 00:03:50,409 It’s a simple solution to ensure that everyone who finished level 4 has found the stepladder. 66 00:03:50,409 --> 00:03:53,919 But this still wasn’t fully implemented even in Link to the Past where you can finish 67 00:03:53,919 --> 00:03:56,709 the Tower of Hera without picking up the Moon Pearl. 68 00:03:56,709 --> 00:04:00,089 It wasn’t until Link’s Awakening that Nintendo established that you’d need to 69 00:04:00,089 --> 00:04:02,779 get the dungeon’s item to reach the boss room. 70 00:04:02,779 --> 00:04:03,959 Which makes a lot of sense. 71 00:04:03,959 --> 00:04:09,409 By all means, let less observant players go straight past optional items, like the magic 72 00:04:09,409 --> 00:04:13,469 rod, upgraded candle, power ring, bible, and magical key. 73 00:04:13,469 --> 00:04:17,290 But if the player needs to get an item to finish the game, then don’t let them leave 74 00:04:17,290 --> 00:04:20,030 dungeon three without the raft. 75 00:04:20,030 --> 00:04:21,480 This brings us onto bombs. 76 00:04:21,480 --> 00:04:24,440 And this is where things start getting really messy. 77 00:04:24,440 --> 00:04:28,040 One complaint that’s often levelled at Zelda 1 is that you need to burn every bush and 78 00:04:28,040 --> 00:04:29,540 bomb every wall. 79 00:04:29,540 --> 00:04:34,240 Unlike later Zelda games where you can clearly see which walls can be blown up, in Zelda 80 00:04:34,240 --> 00:04:37,260 1, destructible walls just look like normal walls. 81 00:04:37,260 --> 00:04:41,810 And yes, it’s true that pretty much every screen on the overworld hides some kind of 82 00:04:41,810 --> 00:04:42,810 secret room. 83 00:04:42,810 --> 00:04:47,480 But there’s only one bush you HAVE to burn - the entrance to dungeon 8 - and one wall 84 00:04:47,480 --> 00:04:52,250 you HAVE to blow up - the entrance to dungeon 9 - and they are both hinted at. 85 00:04:52,250 --> 00:04:54,310 Everything else, though, is optional. 86 00:04:54,310 --> 00:04:58,570 You do want the goodies because things like heart containers and extra rupees are tremendously 87 00:04:58,570 --> 00:05:00,540 helpful - but they’re not critical. 88 00:05:00,540 --> 00:05:03,090 In the dungeons, though, it’s a different story. 89 00:05:03,090 --> 00:05:07,250 So in the first four dungeons, there are walls you can blow up to make shortcuts, bypass 90 00:05:07,250 --> 00:05:11,080 locked doors, and even discover secret rooms like this hidden stash of rupees. 91 00:05:11,080 --> 00:05:12,080 That’s cool. 92 00:05:12,080 --> 00:05:13,970 But, again, they’re optional. 93 00:05:13,970 --> 00:05:18,610 But in the later dungeons, you have to blow up random walls just to get to the boss. 94 00:05:18,610 --> 00:05:23,190 And this can be a maddening experience of wasting bombs, and grinding for extra ones, 95 00:05:23,190 --> 00:05:27,140 and basically having to draw out a map just to mark down which walls you have and have 96 00:05:27,140 --> 00:05:28,560 not tried to blow up. 97 00:05:28,560 --> 00:05:31,890 Now, okay, let me give Nintendo a small bit of credit. 98 00:05:31,890 --> 00:05:34,200 In the fifth dungeon, you get locked in this room. 99 00:05:34,200 --> 00:05:35,690 You get given some bombs. 100 00:05:35,690 --> 00:05:39,040 And you can see from the map, if you’ve picked it up, that there’s a room to your left. 101 00:05:39,080 --> 00:05:43,840 So the only way to advance is to figure out that you need to blow up a hole in the left wall. 102 00:05:43,920 --> 00:05:48,700 This is basically your tutorial - a way for Nintendo to say “hey, from now on, you might 103 00:05:48,710 --> 00:05:51,030 have to blow up walls just to get through the dungeon”. 104 00:05:51,030 --> 00:05:52,500 So at least you are warned. 105 00:05:52,500 --> 00:05:54,640 But it’s not much of a consolation, really. 106 00:05:54,640 --> 00:05:58,420 In dungeon 7, you need to blow holes in four different walls to get to the boss. 107 00:05:58,420 --> 00:06:01,750 And the first room you blow your way into isn’t even shown on the map - it’s just 108 00:06:01,750 --> 00:06:02,860 a hole! 109 00:06:02,860 --> 00:06:06,080 This is a tremendously bad bit of design, if you ask me. 110 00:06:06,080 --> 00:06:09,740 And couple this with Zelda’s 1’s clumsy “puzzle” design, and I’m using like 111 00:06:09,740 --> 00:06:14,200 19 pairs of quotes around puzzle - where you have to push one random block in the room, 112 00:06:14,200 --> 00:06:17,550 but only after all the enemies are dead, and you’ve got a recipe for a dungeon that goes 113 00:06:17,550 --> 00:06:20,830 beyond challenging, to just unfair, and silly. 114 00:06:20,830 --> 00:06:26,770 Look, I’ll defend the overworld design of Zelda 1 forever, but some of these later dungeons 115 00:06:26,770 --> 00:06:27,770 just suck. 116 00:06:27,770 --> 00:06:31,310 I can appreciate this game for laying the ground work for how dungeons would work in 117 00:06:31,310 --> 00:06:35,520 the Zelda series - but I’m glad to see that Nintendo changed and fixed pretty much everything 118 00:06:35,520 --> 00:06:38,400 about them in later games. 119 00:06:39,500 --> 00:06:42,060 Right. Zelda 2. (Epilepsy Warning: Footage Contains Some Flashing Images) 120 00:06:42,060 --> 00:06:43,890 Zelda 2 is a weird game. 121 00:06:43,890 --> 00:06:48,610 It’s now a side scrolling platformer, with a dedicated jump button no less. 122 00:06:48,610 --> 00:06:53,240 Except when you’re on the top-down overworld - which has random battles, like Final Fantasy. 123 00:06:53,240 --> 00:06:57,340 It’s got intensely precise sword fighting combat, and magic spells. 124 00:06:57,340 --> 00:07:01,110 There’s experience points and levelling - which inevitably means grinding. 125 00:07:01,110 --> 00:07:02,870 And it’s punishingly difficult. 126 00:07:02,870 --> 00:07:04,700 Just... brutally hard. 127 00:07:04,700 --> 00:07:09,280 But while pretty much everything it did would be forgotten by later games - it’s not totally 128 00:07:09,280 --> 00:07:11,320 unrecognisable as a Zelda game. 129 00:07:11,320 --> 00:07:16,180 In fact, the move towards a more linear structure and the inclusion of small quests you must 130 00:07:16,180 --> 00:07:19,610 complete between dungeons would filter into future games. 131 00:07:19,610 --> 00:07:24,680 And the dungeons are still non-linear, interconnected, and have series staples like a boss, small 132 00:07:24,680 --> 00:07:26,830 keys and locked doors, and a key item. 133 00:07:26,830 --> 00:07:28,260 No map or compass though. 134 00:07:28,260 --> 00:07:32,360 So if we look at the first dungeon, Parapa Palace, we can see that the path to the boss 135 00:07:32,360 --> 00:07:37,510 room, and the path and the key item - a candle - are locked behind various doors and so we’ll 136 00:07:37,510 --> 00:07:40,510 need to explore other rooms to find keys. 137 00:07:40,510 --> 00:07:44,580 Annoyingly, Zelda 2 has a habit of putting keys off at the end of a long hallway, and 138 00:07:44,580 --> 00:07:47,889 then - once you get it - you just have to walk all the way back. 139 00:07:47,889 --> 00:07:52,740 This is the worst kind of backtracking - and would later be solved by loops in the level design. 140 00:07:52,760 --> 00:07:56,520 Now, Zelda 2 did try to fix a few issues from Zelda 1. 141 00:07:56,520 --> 00:08:00,040 Each dungeon now has the right number of keys and locks. 142 00:08:00,040 --> 00:08:03,740 Which means dungeons are now self contained sections, with no intention for you to carry 143 00:08:03,740 --> 00:08:06,101 keys from one dungeon to the next. 144 00:08:06,101 --> 00:08:09,460 Hey, I could even make graphs for these dungeons if I wanted to, and they’d almost look like 145 00:08:09,460 --> 00:08:11,070 normal Zelda dungeons. 146 00:08:11,070 --> 00:08:14,380 Zelda 1 on the other hand is like "what is going on..." 147 00:08:14,380 --> 00:08:19,190 But you can still use keys in different dungeons so if you start sequence breaking you could 148 00:08:19,190 --> 00:08:21,310 potentially screw things up? 149 00:08:21,310 --> 00:08:22,310 Maybe? I dunno. 150 00:08:22,310 --> 00:08:26,100 Either way, it’s still a half step towards the proper solution. 151 00:08:26,100 --> 00:08:30,889 Also, you can still leave the dungeon without the item in most cases. 152 00:08:30,889 --> 00:08:34,909 Only one dungeon, the second one, puts an obstacle in your way that forces you to get 153 00:08:34,909 --> 00:08:36,860 the item before facing the boss. 154 00:08:36,860 --> 00:08:41,089 But at least the dungeons turn to ruins on the overworld if you have both found the item 155 00:08:41,089 --> 00:08:45,140 and killed the boss, so you won’t backtrack into old areas unnecessarily. 156 00:08:45,140 --> 00:08:47,110 Again, it’s a half step. 157 00:08:47,110 --> 00:08:51,220 Also, Zelda 2 still lets you go into dungeons without the necessary gear. 158 00:08:51,220 --> 00:08:55,820 I hope you found the somewhat secret upward thrust move from Darunia Town, otherwise you’ll 159 00:08:55,820 --> 00:08:57,910 be screwed when you get to this room. 160 00:08:57,910 --> 00:09:01,649 And I hope you have the reflect spell and the thunder spell before fighting the bosses 161 00:09:01,649 --> 00:09:05,629 of dungeons four and seven, respectively, or it’s game over. 162 00:09:05,629 --> 00:09:09,890 Finally, the game has no bombs at all - so you don’t have to worry about that - but 163 00:09:09,890 --> 00:09:13,870 there’s still a secret wall you have to walk through because, why not, eh? 164 00:09:13,870 --> 00:09:17,930 Really, though, the dungeons in Zelda 2 are not all that difficult to navigate. 165 00:09:17,930 --> 00:09:22,499 They’re mostly quite small, and the only thing to worry about is keys and locks - there 166 00:09:22,499 --> 00:09:25,139 are basically no other puzzles or obstacles. 167 00:09:25,139 --> 00:09:29,220 And as soon as the dungeons get much bigger, you unlock a magic key which means that you 168 00:09:29,220 --> 00:09:31,730 don’t even need to look for keys in the last two dungeons. 169 00:09:31,730 --> 00:09:34,990 You may lose your bearings, simply because everything looks so damn similar. 170 00:09:34,990 --> 00:09:36,540 Zelda 1 had that problem too. 171 00:09:36,540 --> 00:09:40,519 But as long as you keep a quick map of the dungeon - mental or otherwise - I think you’ll 172 00:09:40,519 --> 00:09:41,540 be fine. 173 00:09:41,540 --> 00:09:46,100 But it’s the demanding combat, the invisible pits, getting knocked back into lava, going 174 00:09:46,100 --> 00:09:49,339 into pointless dead ends, and so on, that will truly challenge you. 175 00:09:49,339 --> 00:09:53,279 And if you die too many times, you’ve got to go all the way back to the very first screen, 176 00:09:53,279 --> 00:09:55,029 because screw you. 177 00:09:55,029 --> 00:09:59,160 All of which makes you not want to explore because it’s so fraught with danger and 178 00:09:59,160 --> 00:10:00,160 frustration. 179 00:10:00,160 --> 00:10:04,329 Zelda games would eventually learn that more linear dungeons can have difficult fights, 180 00:10:04,329 --> 00:10:08,769 but more open and exploratory levels would have fewer enemies so as to not frustrate 181 00:10:08,769 --> 00:10:10,899 you during the backtracking. 182 00:10:10,899 --> 00:10:12,569 So, there we have it. 183 00:10:12,569 --> 00:10:15,990 Zelda 1 and 2 both set the groundwork for the franchise. 184 00:10:15,990 --> 00:10:19,720 But it’s clear that Nintendo made some mistakes when designing the dungeons for these early 185 00:10:19,720 --> 00:10:23,309 games - and it wasn’t until A Link to the Past and Link’s Awakening that these issues 186 00:10:23,309 --> 00:10:24,509 were fixed. 187 00:10:24,509 --> 00:10:26,370 Those games added actual puzzles. 188 00:10:26,370 --> 00:10:29,810 They made the dungeons much more distinct from one another, and the individual rooms 189 00:10:29,810 --> 00:10:31,190 more unique also. 190 00:10:31,190 --> 00:10:35,379 And they introduced more elements to keep track of, like a big key or more obstacles 191 00:10:35,379 --> 00:10:38,269 that could only be overcome with the dungeon’s new item. 192 00:10:38,269 --> 00:10:43,100 Then, Ocarina of Time and Majora’s Mask brought those ideas into the third dimension. 193 00:10:43,100 --> 00:10:47,740 Suddenly, dungeons weren’t just sprawling mazes but intricate 3D spaces that unlocked 194 00:10:47,740 --> 00:10:49,430 like a puzzle box. 195 00:10:49,430 --> 00:10:53,970 On handheld, another developer, Capcom, confidently explored different dungeon designs in the 196 00:10:53,970 --> 00:10:55,999 Oracle games and Minish Cap. 197 00:10:55,999 --> 00:11:00,209 Meanwhile, on console, Nintendo decided to make the dungeons easier to navigate in Wind 198 00:11:00,209 --> 00:11:05,579 Waker and Twilight Princess, as they focused more on individual puzzles, combat, and memorable 199 00:11:05,579 --> 00:11:06,579 moments. 200 00:11:06,579 --> 00:11:11,129 The DS games followed suit, but the Temple of the Ocean King in Phantom Hourglass and 201 00:11:11,129 --> 00:11:15,509 the Tower of Spirits in Spirit Tracks gave Zelda players something new, with dungeons 202 00:11:15,509 --> 00:11:18,329 that you’d revisit over the course of the adventure. 203 00:11:18,329 --> 00:11:22,710 And Skyward Sword helped Nintendo return to brain-busting architectural puzzles, with 204 00:11:22,710 --> 00:11:27,350 places like the time-travelling Sandship and the shifting rooms of Sky Keep. 205 00:11:27,350 --> 00:11:31,999 On 3DS, Nintendo would start to rethink the Zelda formula entirely, with the non-linear 206 00:11:31,999 --> 00:11:33,190 A Link Between Worlds. 207 00:11:33,190 --> 00:11:37,269 Which, in retrospect, was a dress rehearsal for the most radically different Zelda game 208 00:11:37,269 --> 00:11:38,529 ever made. 209 00:11:38,529 --> 00:11:43,879 Part retro throwback, part modern masterpiece, Breath of the Wild is a complete reinvention 210 00:11:43,879 --> 00:11:48,820 of the Zelda formula and it will be the focus of the final episode, of Boss Keys.