[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:02.79,0:00:08.21,Default,,0000,0000,0000,,Hi. My name’s Mark and this is Boss Keys - a\Nseries about the dungeon design in the Legend Dialogue: 0,0:00:08.21,0:00:09.42,Default,,0000,0000,0000,,of Zelda games. Dialogue: 0,0:00:09.42,0:00:11.93,Default,,0000,0000,0000,,We’re almost at the end of this journey. Dialogue: 0,0:00:11.93,0:00:16.47,Default,,0000,0000,0000,,But before we finish this series - I wanted\Nto go back to where it all began, and look Dialogue: 0,0:00:16.47,0:00:18.90,Default,,0000,0000,0000,,at the very first two Zelda games. Dialogue: 0,0:00:18.90,0:00:20.42,Default,,0000,0000,0000,,Well, actually I didn’t want to. Dialogue: 0,0:00:20.42,0:00:23.85,Default,,0000,0000,0000,,But, I got a lot of requests to include these\Ngames, so here we are. Dialogue: 0,0:00:23.85,0:00:26.73,Default,,0000,0000,0000,,If this episode sucks, it’s your fault. Dialogue: 0,0:00:26.73,0:00:29.09,Default,,0000,0000,0000,,So let’s start with The Legend of Zelda. Dialogue: 0,0:00:29.09,0:00:33.71,Default,,0000,0000,0000,,This game was made as in attempt to capture\Ndesigner Shigeru Miyamoto’s childhood experiences Dialogue: 0,0:00:33.71,0:00:35.45,Default,,0000,0000,0000,,of exploring the Japanese countryside. Dialogue: 0,0:00:35.45,0:00:40.96,Default,,0000,0000,0000,,So the game is mysterious and surprising - it\Nbegs you to simply wander off from the starting Dialogue: 0,0:00:40.96,0:00:44.15,Default,,0000,0000,0000,,screen and explore this strange, sprawling\Nlandscape. Dialogue: 0,0:00:44.15,0:00:48.26,Default,,0000,0000,0000,,Oh, and hopefully find eight pieces of the\Ntriforce and save princess Zelda. Dialogue: 0,0:00:48.26,0:00:50.92,Default,,0000,0000,0000,,You’ll get those pieces in the dungeons. Dialogue: 0,0:00:50.92,0:00:56.39,Default,,0000,0000,0000,,Yes, right back in the very first game, Zelda\Nwas split between the overworld and the underworld, Dialogue: 0,0:00:56.39,0:01:00.46,Default,,0000,0000,0000,,and had you exploring a number of underground\Nmazes where you’d fight a boss and get a Dialogue: 0,0:01:00.46,0:01:02.42,Default,,0000,0000,0000,,new piece of the triforce. Dialogue: 0,0:01:02.42,0:01:06.63,Default,,0000,0000,0000,,And these labyrinths absolutely established\Na lot of the ideas that would go on to define Dialogue: 0,0:01:06.63,0:01:08.79,Default,,0000,0000,0000,,a Zelda dungeon in future games. Dialogue: 0,0:01:08.79,0:01:14.89,Default,,0000,0000,0000,,Every one of these mazes has a boss, an item,\Na map, a compass, and a bunch of small keys Dialogue: 0,0:01:14.89,0:01:16.43,Default,,0000,0000,0000,,and locks. Dialogue: 0,0:01:16.43,0:01:21.38,Default,,0000,0000,0000,,And while almost every room is a tricky combat\Nchallenge, the real goal is just finding your Dialogue: 0,0:01:21.38,0:01:22.39,Default,,0000,0000,0000,,way to the exit. Dialogue: 0,0:01:22.39,0:01:26.95,Default,,0000,0000,0000,,You’ll notice that the rooms are not laid\Nout in a linear fashion, but are interconnected Dialogue: 0,0:01:26.95,0:01:30.67,Default,,0000,0000,0000,,and littered with locked doors and obstacles,\Nwhich means you’ll need to be careful to Dialogue: 0,0:01:30.67,0:01:35.00,Default,,0000,0000,0000,,not get lost, and must go on the hunt for\Nthings like keys and items. Dialogue: 0,0:01:35.00,0:01:40.08,Default,,0000,0000,0000,,Unfortunately, pretty much everything Zelda\N1 established in terms of dungeons, was quite... Dialogue: 0,0:01:40.08,0:01:41.08,Default,,0000,0000,0000,,unrefined. Dialogue: 0,0:01:41.08,0:01:44.73,Default,,0000,0000,0000,,And most of this stuff would get rethought\Nand fixed up in later games. Dialogue: 0,0:01:44.73,0:01:46.80,Default,,0000,0000,0000,,Take the keys. Dialogue: 0,0:01:46.80,0:01:48.83,Default,,0000,0000,0000,,Every Zelda game has small keys. Dialogue: 0,0:01:48.83,0:01:53.58,Default,,0000,0000,0000,,They can be used on any normal door, but they\Ndisappear as soon as you use them. Dialogue: 0,0:01:53.58,0:01:58.22,Default,,0000,0000,0000,,In a typical Zelda game, these keys are restricted\Nto the dungeon where you find them - but that’s Dialogue: 0,0:01:58.22,0:02:03.64,Default,,0000,0000,0000,,not true in Zelda 1, where a key can be used\Nin any door in the entire game. Dialogue: 0,0:02:03.64,0:02:08.09,Default,,0000,0000,0000,,And, predictably, this leads to all kinds\Nof messy situations. Dialogue: 0,0:02:08.09,0:02:11.79,Default,,0000,0000,0000,,It most often means that you have more keys\Nthan you need. Dialogue: 0,0:02:11.79,0:02:15.32,Default,,0000,0000,0000,,There are several dungeons with excess keys,\Nand plenty of locked rooms that you never Dialogue: 0,0:02:15.32,0:02:19.36,Default,,0000,0000,0000,,need to unlock because they just contain optional\Nitems like the compass or a hint. Dialogue: 0,0:02:19.36,0:02:23.48,Default,,0000,0000,0000,,So that means you might saunter into a dungeon\Nwith a handful of keys already in your pocket, Dialogue: 0,0:02:23.48,0:02:25.52,Default,,0000,0000,0000,,making the dungeon a bit of a cakewalk. Dialogue: 0,0:02:25.52,0:02:29.80,Default,,0000,0000,0000,,That’s not ideal, but it’s much better\Nthan walking into a dungeon and finding yourself Dialogue: 0,0:02:29.80,0:02:35.13,Default,,0000,0000,0000,,with not enough keys - which can happen if\Nyou unlock every door you come across, or Dialogue: 0,0:02:35.13,0:02:36.84,Default,,0000,0000,0000,,don’t explore every dungeon thoroughly. Dialogue: 0,0:02:36.84,0:02:40.91,Default,,0000,0000,0000,,And there are dungeons where there aren’t\Nenough keys in the dungeon itself to open Dialogue: 0,0:02:40.91,0:02:42.11,Default,,0000,0000,0000,,all the doors. Dialogue: 0,0:02:42.11,0:02:43.66,Default,,0000,0000,0000,,Take Level 6. Dialogue: 0,0:02:43.66,0:02:47.98,Default,,0000,0000,0000,,If you walk into the dungeon with no keys,\Nyou’ll immediately pick up one key and be Dialogue: 0,0:02:47.98,0:02:49.62,Default,,0000,0000,0000,,faced with two locked doors. Dialogue: 0,0:02:49.62,0:02:54.31,Default,,0000,0000,0000,,The one on the right merely leads to a hint\Nroom and then... well, you’re screwed. Dialogue: 0,0:02:54.31,0:02:57.71,Default,,0000,0000,0000,,It’s either back to an earlier dungeon to\Nhunt down a key. Dialogue: 0,0:02:57.71,0:02:58.71,Default,,0000,0000,0000,,Ugh. Dialogue: 0,0:02:58.71,0:03:00.20,Default,,0000,0000,0000,,Or you can buy one from the shop. Dialogue: 0,0:03:00.20,0:03:04.56,Default,,0000,0000,0000,,Which feels like a bit of a messy fix, and\Nthese keys are super expensive, which sucks Dialogue: 0,0:03:04.56,0:03:06.80,Default,,0000,0000,0000,,when rupees are so quite hard to come by. Dialogue: 0,0:03:06.80,0:03:11.45,Default,,0000,0000,0000,,Ultimately, Zelda dungeons just work best\Nas self contained spaces - so the change to Dialogue: 0,0:03:11.45,0:03:15.61,Default,,0000,0000,0000,,restrict a small key to the dungeon where\Nyou found it, was a good decision. Dialogue: 0,0:03:15.61,0:03:18.40,Default,,0000,0000,0000,,Here’s something else that later Zelda games\Nfixed. Dialogue: 0,0:03:18.40,0:03:23.59,Default,,0000,0000,0000,,In Zelda 1, many dungeons let you finish the\Nlevel without ever picking up the key item. Dialogue: 0,0:03:23.59,0:03:28.28,Default,,0000,0000,0000,,In Level 1, it’s really easy to just completely\Nmiss the bow and arrow, and you might not Dialogue: 0,0:03:28.28,0:03:33.51,Default,,0000,0000,0000,,even realise you did until Level 6, where\Nyou need the arrows to kill this spider boss. Dialogue: 0,0:03:33.51,0:03:37.15,Default,,0000,0000,0000,,Now, the solution to this problem can be found...\Nin the game itself. Dialogue: 0,0:03:37.15,0:03:41.17,Default,,0000,0000,0000,,In another dungeon, the fourth one, you can’t\Nget to the boss room because of this water. Dialogue: 0,0:03:41.17,0:03:44.86,Default,,0000,0000,0000,,So you need to find the stepladder, elsewhere\Nin the dungeon, to advance. Dialogue: 0,0:03:44.86,0:03:50.41,Default,,0000,0000,0000,,It’s a simple solution to ensure that everyone\Nwho finished level 4 has found the stepladder. Dialogue: 0,0:03:50.41,0:03:53.92,Default,,0000,0000,0000,,But this still wasn’t fully implemented\Neven in Link to the Past where you can finish Dialogue: 0,0:03:53.92,0:03:56.71,Default,,0000,0000,0000,,the Tower of Hera without picking up the Moon\NPearl. Dialogue: 0,0:03:56.71,0:04:00.09,Default,,0000,0000,0000,,It wasn’t until Link’s Awakening that\NNintendo established that you’d need to Dialogue: 0,0:04:00.09,0:04:02.78,Default,,0000,0000,0000,,get the dungeon’s item to reach the boss\Nroom. Dialogue: 0,0:04:02.78,0:04:03.96,Default,,0000,0000,0000,,Which makes a lot of sense. Dialogue: 0,0:04:03.96,0:04:09.41,Default,,0000,0000,0000,,By all means, let less observant players go\Nstraight past optional items, like the magic Dialogue: 0,0:04:09.41,0:04:13.47,Default,,0000,0000,0000,,rod, upgraded candle, power ring, bible, and\Nmagical key. Dialogue: 0,0:04:13.47,0:04:17.29,Default,,0000,0000,0000,,But if the player needs to get an item to\Nfinish the game, then don’t let them leave Dialogue: 0,0:04:17.29,0:04:20.03,Default,,0000,0000,0000,,dungeon three without the raft. Dialogue: 0,0:04:20.03,0:04:21.48,Default,,0000,0000,0000,,This brings us onto bombs. Dialogue: 0,0:04:21.48,0:04:24.44,Default,,0000,0000,0000,,And this is where things start getting really\Nmessy. Dialogue: 0,0:04:24.44,0:04:28.04,Default,,0000,0000,0000,,One complaint that’s often levelled at Zelda\N1 is that you need to burn every bush and Dialogue: 0,0:04:28.04,0:04:29.54,Default,,0000,0000,0000,,bomb every wall. Dialogue: 0,0:04:29.54,0:04:34.24,Default,,0000,0000,0000,,Unlike later Zelda games where you can clearly\Nsee which walls can be blown up, in Zelda Dialogue: 0,0:04:34.24,0:04:37.26,Default,,0000,0000,0000,,1, destructible walls just look like normal\Nwalls. Dialogue: 0,0:04:37.26,0:04:41.81,Default,,0000,0000,0000,,And yes, it’s true that pretty much every\Nscreen on the overworld hides some kind of Dialogue: 0,0:04:41.81,0:04:42.81,Default,,0000,0000,0000,,secret room. Dialogue: 0,0:04:42.81,0:04:47.48,Default,,0000,0000,0000,,But there’s only one bush you HAVE to burn\N- the entrance to dungeon 8 - and one wall Dialogue: 0,0:04:47.48,0:04:52.25,Default,,0000,0000,0000,,you HAVE to blow up - the entrance to dungeon\N9 - and they are both hinted at. Dialogue: 0,0:04:52.25,0:04:54.31,Default,,0000,0000,0000,,Everything else, though, is optional. Dialogue: 0,0:04:54.31,0:04:58.57,Default,,0000,0000,0000,,You do want the goodies because things like\Nheart containers and extra rupees are tremendously Dialogue: 0,0:04:58.57,0:05:00.54,Default,,0000,0000,0000,,helpful - but they’re not critical. Dialogue: 0,0:05:00.54,0:05:03.09,Default,,0000,0000,0000,,In the dungeons, though, it’s a different\Nstory. Dialogue: 0,0:05:03.09,0:05:07.25,Default,,0000,0000,0000,,So in the first four dungeons, there are walls\Nyou can blow up to make shortcuts, bypass Dialogue: 0,0:05:07.25,0:05:11.08,Default,,0000,0000,0000,,locked doors, and even discover secret rooms\Nlike this hidden stash of rupees. Dialogue: 0,0:05:11.08,0:05:12.08,Default,,0000,0000,0000,,That’s cool. Dialogue: 0,0:05:12.08,0:05:13.97,Default,,0000,0000,0000,,But, again, they’re optional. Dialogue: 0,0:05:13.97,0:05:18.61,Default,,0000,0000,0000,,But in the later dungeons, you have to blow\Nup random walls just to get to the boss. Dialogue: 0,0:05:18.61,0:05:23.19,Default,,0000,0000,0000,,And this can be a maddening experience of\Nwasting bombs, and grinding for extra ones, Dialogue: 0,0:05:23.19,0:05:27.14,Default,,0000,0000,0000,,and basically having to draw out a map just\Nto mark down which walls you have and have Dialogue: 0,0:05:27.14,0:05:28.56,Default,,0000,0000,0000,,not tried to blow up. Dialogue: 0,0:05:28.56,0:05:31.89,Default,,0000,0000,0000,,Now, okay, let me give Nintendo a small bit\Nof credit. Dialogue: 0,0:05:31.89,0:05:34.20,Default,,0000,0000,0000,,In the fifth dungeon, you get locked in this\Nroom. Dialogue: 0,0:05:34.20,0:05:35.69,Default,,0000,0000,0000,,You get given some bombs. Dialogue: 0,0:05:35.69,0:05:39.04,Default,,0000,0000,0000,,And you can see from the map, if you’ve\Npicked it up, that there’s a room to your left. Dialogue: 0,0:05:39.08,0:05:43.84,Default,,0000,0000,0000,,So the only way to advance is to figure out\Nthat you need to blow up a hole in the left wall. Dialogue: 0,0:05:43.92,0:05:48.70,Default,,0000,0000,0000,,This is basically your tutorial - a way for\NNintendo to say “hey, from now on, you might Dialogue: 0,0:05:48.71,0:05:51.03,Default,,0000,0000,0000,,have to blow up walls just to get through\Nthe dungeon”. Dialogue: 0,0:05:51.03,0:05:52.50,Default,,0000,0000,0000,,So at least you are warned. Dialogue: 0,0:05:52.50,0:05:54.64,Default,,0000,0000,0000,,But it’s not much of a consolation, really. Dialogue: 0,0:05:54.64,0:05:58.42,Default,,0000,0000,0000,,In dungeon 7, you need to blow holes in four\Ndifferent walls to get to the boss. Dialogue: 0,0:05:58.42,0:06:01.75,Default,,0000,0000,0000,,And the first room you blow your way into\Nisn’t even shown on the map - it’s just Dialogue: 0,0:06:01.75,0:06:02.86,Default,,0000,0000,0000,,a hole! Dialogue: 0,0:06:02.86,0:06:06.08,Default,,0000,0000,0000,,This is a tremendously bad bit of design,\Nif you ask me. Dialogue: 0,0:06:06.08,0:06:09.74,Default,,0000,0000,0000,,And couple this with Zelda’s 1’s clumsy\N“puzzle” design, and I’m using like Dialogue: 0,0:06:09.74,0:06:14.20,Default,,0000,0000,0000,,19 pairs of quotes around puzzle - where you\Nhave to push one random block in the room, Dialogue: 0,0:06:14.20,0:06:17.55,Default,,0000,0000,0000,,but only after all the enemies are dead, and\Nyou’ve got a recipe for a dungeon that goes Dialogue: 0,0:06:17.55,0:06:20.83,Default,,0000,0000,0000,,beyond challenging, to just unfair, and silly. Dialogue: 0,0:06:20.83,0:06:26.77,Default,,0000,0000,0000,,Look, I’ll defend the overworld design of\NZelda 1 forever, but some of these later dungeons Dialogue: 0,0:06:26.77,0:06:27.77,Default,,0000,0000,0000,,just suck. Dialogue: 0,0:06:27.77,0:06:31.31,Default,,0000,0000,0000,,I can appreciate this game for laying the\Nground work for how dungeons would work in Dialogue: 0,0:06:31.31,0:06:35.52,Default,,0000,0000,0000,,the Zelda series - but I’m glad to see that\NNintendo changed and fixed pretty much everything Dialogue: 0,0:06:35.52,0:06:38.40,Default,,0000,0000,0000,,about them in later games. Dialogue: 0,0:06:39.50,0:06:42.06,Default,,0000,0000,0000,,Right. Zelda 2. (Epilepsy Warning: Footage Contains Some Flashing Images) Dialogue: 0,0:06:42.06,0:06:43.89,Default,,0000,0000,0000,,Zelda 2 is a weird game. Dialogue: 0,0:06:43.89,0:06:48.61,Default,,0000,0000,0000,,It’s now a side scrolling platformer, with\Na dedicated jump button no less. Dialogue: 0,0:06:48.61,0:06:53.24,Default,,0000,0000,0000,,Except when you’re on the top-down overworld\N- which has random battles, like Final Fantasy. Dialogue: 0,0:06:53.24,0:06:57.34,Default,,0000,0000,0000,,It’s got intensely precise sword fighting\Ncombat, and magic spells. Dialogue: 0,0:06:57.34,0:07:01.11,Default,,0000,0000,0000,,There’s experience points and levelling\N- which inevitably means grinding. Dialogue: 0,0:07:01.11,0:07:02.87,Default,,0000,0000,0000,,And it’s punishingly difficult. Dialogue: 0,0:07:02.87,0:07:04.70,Default,,0000,0000,0000,,Just... brutally hard. Dialogue: 0,0:07:04.70,0:07:09.28,Default,,0000,0000,0000,,But while pretty much everything it did would\Nbe forgotten by later games - it’s not totally Dialogue: 0,0:07:09.28,0:07:11.32,Default,,0000,0000,0000,,unrecognisable as a Zelda game. Dialogue: 0,0:07:11.32,0:07:16.18,Default,,0000,0000,0000,,In fact, the move towards a more linear structure\Nand the inclusion of small quests you must Dialogue: 0,0:07:16.18,0:07:19.61,Default,,0000,0000,0000,,complete between dungeons would filter into\Nfuture games. Dialogue: 0,0:07:19.61,0:07:24.68,Default,,0000,0000,0000,,And the dungeons are still non-linear, interconnected,\Nand have series staples like a boss, small Dialogue: 0,0:07:24.68,0:07:26.83,Default,,0000,0000,0000,,keys and locked doors, and a key item. Dialogue: 0,0:07:26.83,0:07:28.26,Default,,0000,0000,0000,,No map or compass though. Dialogue: 0,0:07:28.26,0:07:32.36,Default,,0000,0000,0000,,So if we look at the first dungeon, Parapa\NPalace, we can see that the path to the boss Dialogue: 0,0:07:32.36,0:07:37.51,Default,,0000,0000,0000,,room, and the path and the key item - a candle\N- are locked behind various doors and so we’ll Dialogue: 0,0:07:37.51,0:07:40.51,Default,,0000,0000,0000,,need to explore other rooms to find keys. Dialogue: 0,0:07:40.51,0:07:44.58,Default,,0000,0000,0000,,Annoyingly, Zelda 2 has a habit of putting\Nkeys off at the end of a long hallway, and Dialogue: 0,0:07:44.58,0:07:47.89,Default,,0000,0000,0000,,then - once you get it - you just have to\Nwalk all the way back. Dialogue: 0,0:07:47.89,0:07:52.74,Default,,0000,0000,0000,,This is the worst kind of backtracking - and\Nwould later be solved by loops in the level design. Dialogue: 0,0:07:52.76,0:07:56.52,Default,,0000,0000,0000,,Now, Zelda 2 did try to fix a few issues from\NZelda 1. Dialogue: 0,0:07:56.52,0:08:00.04,Default,,0000,0000,0000,,Each dungeon now has the right number of keys\Nand locks. Dialogue: 0,0:08:00.04,0:08:03.74,Default,,0000,0000,0000,,Which means dungeons are now self contained\Nsections, with no intention for you to carry Dialogue: 0,0:08:03.74,0:08:06.10,Default,,0000,0000,0000,,keys from one dungeon to the next. Dialogue: 0,0:08:06.10,0:08:09.46,Default,,0000,0000,0000,,Hey, I could even make graphs for these dungeons\Nif I wanted to, and they’d almost look like Dialogue: 0,0:08:09.46,0:08:11.07,Default,,0000,0000,0000,,normal Zelda dungeons. Dialogue: 0,0:08:11.07,0:08:14.38,Default,,0000,0000,0000,,Zelda 1 on the other hand is like "what is going on..." Dialogue: 0,0:08:14.38,0:08:19.19,Default,,0000,0000,0000,,But you can still use keys in different dungeons\Nso if you start sequence breaking you could Dialogue: 0,0:08:19.19,0:08:21.31,Default,,0000,0000,0000,,potentially screw things up? Dialogue: 0,0:08:21.31,0:08:22.31,Default,,0000,0000,0000,,Maybe? I dunno. Dialogue: 0,0:08:22.31,0:08:26.10,Default,,0000,0000,0000,,Either way, it’s still a half step towards\Nthe proper solution. Dialogue: 0,0:08:26.10,0:08:30.89,Default,,0000,0000,0000,,Also, you can still leave the dungeon without\Nthe item in most cases. Dialogue: 0,0:08:30.89,0:08:34.91,Default,,0000,0000,0000,,Only one dungeon, the second one, puts an\Nobstacle in your way that forces you to get Dialogue: 0,0:08:34.91,0:08:36.86,Default,,0000,0000,0000,,the item before facing the boss. Dialogue: 0,0:08:36.86,0:08:41.09,Default,,0000,0000,0000,,But at least the dungeons turn to ruins on\Nthe overworld if you have both found the item Dialogue: 0,0:08:41.09,0:08:45.14,Default,,0000,0000,0000,,and killed the boss, so you won’t backtrack\Ninto old areas unnecessarily. Dialogue: 0,0:08:45.14,0:08:47.11,Default,,0000,0000,0000,,Again, it’s a half step. Dialogue: 0,0:08:47.11,0:08:51.22,Default,,0000,0000,0000,,Also, Zelda 2 still lets you go into dungeons\Nwithout the necessary gear. Dialogue: 0,0:08:51.22,0:08:55.82,Default,,0000,0000,0000,,I hope you found the somewhat secret upward\Nthrust move from Darunia Town, otherwise you’ll Dialogue: 0,0:08:55.82,0:08:57.91,Default,,0000,0000,0000,,be screwed when you get to this room. Dialogue: 0,0:08:57.91,0:09:01.65,Default,,0000,0000,0000,,And I hope you have the reflect spell and\Nthe thunder spell before fighting the bosses Dialogue: 0,0:09:01.65,0:09:05.63,Default,,0000,0000,0000,,of dungeons four and seven, respectively,\Nor it’s game over. Dialogue: 0,0:09:05.63,0:09:09.89,Default,,0000,0000,0000,,Finally, the game has no bombs at all - so\Nyou don’t have to worry about that - but Dialogue: 0,0:09:09.89,0:09:13.87,Default,,0000,0000,0000,,there’s still a secret wall you have to\Nwalk through because, why not, eh? Dialogue: 0,0:09:13.87,0:09:17.93,Default,,0000,0000,0000,,Really, though, the dungeons in Zelda 2 are\Nnot all that difficult to navigate. Dialogue: 0,0:09:17.93,0:09:22.50,Default,,0000,0000,0000,,They’re mostly quite small, and the only\Nthing to worry about is keys and locks - there Dialogue: 0,0:09:22.50,0:09:25.14,Default,,0000,0000,0000,,are basically no other puzzles or obstacles. Dialogue: 0,0:09:25.14,0:09:29.22,Default,,0000,0000,0000,,And as soon as the dungeons get much bigger,\Nyou unlock a magic key which means that you Dialogue: 0,0:09:29.22,0:09:31.73,Default,,0000,0000,0000,,don’t even need to look for keys in the\Nlast two dungeons. Dialogue: 0,0:09:31.73,0:09:34.99,Default,,0000,0000,0000,,You may lose your bearings, simply because\Neverything looks so damn similar. Dialogue: 0,0:09:34.99,0:09:36.54,Default,,0000,0000,0000,,Zelda 1 had that problem too. Dialogue: 0,0:09:36.54,0:09:40.52,Default,,0000,0000,0000,,But as long as you keep a quick map of the\Ndungeon - mental or otherwise - I think you’ll Dialogue: 0,0:09:40.52,0:09:41.54,Default,,0000,0000,0000,,be fine. Dialogue: 0,0:09:41.54,0:09:46.10,Default,,0000,0000,0000,,But it’s the demanding combat, the invisible\Npits, getting knocked back into lava, going Dialogue: 0,0:09:46.10,0:09:49.34,Default,,0000,0000,0000,,into pointless dead ends, and so on, that\Nwill truly challenge you. Dialogue: 0,0:09:49.34,0:09:53.28,Default,,0000,0000,0000,,And if you die too many times, you’ve got\Nto go all the way back to the very first screen, Dialogue: 0,0:09:53.28,0:09:55.03,Default,,0000,0000,0000,,because screw you. Dialogue: 0,0:09:55.03,0:09:59.16,Default,,0000,0000,0000,,All of which makes you not want to explore\Nbecause it’s so fraught with danger and Dialogue: 0,0:09:59.16,0:10:00.16,Default,,0000,0000,0000,,frustration. Dialogue: 0,0:10:00.16,0:10:04.33,Default,,0000,0000,0000,,Zelda games would eventually learn that more\Nlinear dungeons can have difficult fights, Dialogue: 0,0:10:04.33,0:10:08.77,Default,,0000,0000,0000,,but more open and exploratory levels would\Nhave fewer enemies so as to not frustrate Dialogue: 0,0:10:08.77,0:10:10.90,Default,,0000,0000,0000,,you during the backtracking. Dialogue: 0,0:10:10.90,0:10:12.57,Default,,0000,0000,0000,,So, there we have it. Dialogue: 0,0:10:12.57,0:10:15.99,Default,,0000,0000,0000,,Zelda 1 and 2 both set the groundwork for\Nthe franchise. Dialogue: 0,0:10:15.99,0:10:19.72,Default,,0000,0000,0000,,But it’s clear that Nintendo made some mistakes\Nwhen designing the dungeons for these early Dialogue: 0,0:10:19.72,0:10:23.31,Default,,0000,0000,0000,,games - and it wasn’t until A Link to the\NPast and Link’s Awakening that these issues Dialogue: 0,0:10:23.31,0:10:24.51,Default,,0000,0000,0000,,were fixed. Dialogue: 0,0:10:24.51,0:10:26.37,Default,,0000,0000,0000,,Those games added actual puzzles. Dialogue: 0,0:10:26.37,0:10:29.81,Default,,0000,0000,0000,,They made the dungeons much more distinct\Nfrom one another, and the individual rooms Dialogue: 0,0:10:29.81,0:10:31.19,Default,,0000,0000,0000,,more unique also. Dialogue: 0,0:10:31.19,0:10:35.38,Default,,0000,0000,0000,,And they introduced more elements to keep\Ntrack of, like a big key or more obstacles Dialogue: 0,0:10:35.38,0:10:38.27,Default,,0000,0000,0000,,that could only be overcome with the dungeon’s\Nnew item. Dialogue: 0,0:10:38.27,0:10:43.10,Default,,0000,0000,0000,,Then, Ocarina of Time and Majora’s Mask\Nbrought those ideas into the third dimension. Dialogue: 0,0:10:43.10,0:10:47.74,Default,,0000,0000,0000,,Suddenly, dungeons weren’t just sprawling\Nmazes but intricate 3D spaces that unlocked Dialogue: 0,0:10:47.74,0:10:49.43,Default,,0000,0000,0000,,like a puzzle box. Dialogue: 0,0:10:49.43,0:10:53.97,Default,,0000,0000,0000,,On handheld, another developer, Capcom, confidently\Nexplored different dungeon designs in the Dialogue: 0,0:10:53.97,0:10:55.100,Default,,0000,0000,0000,,Oracle games and Minish Cap. Dialogue: 0,0:10:55.100,0:11:00.21,Default,,0000,0000,0000,,Meanwhile, on console, Nintendo decided to\Nmake the dungeons easier to navigate in Wind Dialogue: 0,0:11:00.21,0:11:05.58,Default,,0000,0000,0000,,Waker and Twilight Princess, as they focused\Nmore on individual puzzles, combat, and memorable Dialogue: 0,0:11:05.58,0:11:06.58,Default,,0000,0000,0000,,moments. Dialogue: 0,0:11:06.58,0:11:11.13,Default,,0000,0000,0000,,The DS games followed suit, but the Temple\Nof the Ocean King in Phantom Hourglass and Dialogue: 0,0:11:11.13,0:11:15.51,Default,,0000,0000,0000,,the Tower of Spirits in Spirit Tracks gave\NZelda players something new, with dungeons Dialogue: 0,0:11:15.51,0:11:18.33,Default,,0000,0000,0000,,that you’d revisit over the course of the\Nadventure. Dialogue: 0,0:11:18.33,0:11:22.71,Default,,0000,0000,0000,,And Skyward Sword helped Nintendo return to\Nbrain-busting architectural puzzles, with Dialogue: 0,0:11:22.71,0:11:27.35,Default,,0000,0000,0000,,places like the time-travelling Sandship and\Nthe shifting rooms of Sky Keep. Dialogue: 0,0:11:27.35,0:11:31.100,Default,,0000,0000,0000,,On 3DS, Nintendo would start to rethink the\NZelda formula entirely, with the non-linear Dialogue: 0,0:11:31.100,0:11:33.19,Default,,0000,0000,0000,,A Link Between Worlds. Dialogue: 0,0:11:33.19,0:11:37.27,Default,,0000,0000,0000,,Which, in retrospect, was a dress rehearsal\Nfor the most radically different Zelda game Dialogue: 0,0:11:37.27,0:11:38.53,Default,,0000,0000,0000,,ever made. Dialogue: 0,0:11:38.53,0:11:43.88,Default,,0000,0000,0000,,Part retro throwback, part modern masterpiece,\NBreath of the Wild is a complete reinvention Dialogue: 0,0:11:43.88,0:11:48.82,Default,,0000,0000,0000,,of the Zelda formula and it will be the focus\Nof the final episode, of Boss Keys.