[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:01.08,0:00:04.99,Default,,0000,0000,0000,,Hi. My name's Mark and this is Boss Keys. Dialogue: 0,0:00:04.99,0:00:11.01,Default,,0000,0000,0000,,So, I make a YouTube show called Game Maker's\NToolkit and an episode I've wanted to make Dialogue: 0,0:00:11.01,0:00:16.08,Default,,0000,0000,0000,,for a long time is a breakdown of the dungeon\Ndesign in The Legend of Zelda games. Dialogue: 0,0:00:16.08,0:00:23.62,Default,,0000,0000,0000,,I think these things are fascinating. They're\Nthese twisting, contorting, non-linear maze-like Dialogue: 0,0:00:23.62,0:00:29.09,Default,,0000,0000,0000,,puzzles boxes filled with enemies and traps.\NThey have terrific boss fights and unique Dialogue: 0,0:00:29.09,0:00:35.44,Default,,0000,0000,0000,,architecture and the best ones are these gigantic\Nmechanical riddles for you to solve. Dialogue: 0,0:00:35.44,0:00:40.41,Default,,0000,0000,0000,,But if I want to do this episode properly,\NI'm going to need to revisit every major Zelda Dialogue: 0,0:00:40.41,0:00:45.25,Default,,0000,0000,0000,,game, and that's going to take hundreds of\Nhours. Which is a lot of research for just Dialogue: 0,0:00:45.25,0:00:46.40,Default,,0000,0000,0000,,one video. Dialogue: 0,0:00:46.40,0:00:51.47,Default,,0000,0000,0000,,So I thought it might be fun to release a\Nbunch of spin-off episodes as I go. One video Dialogue: 0,0:00:51.47,0:00:56.65,Default,,0000,0000,0000,,on each Zelda game I play, with my thoughts\Nand findings on the dungeon design in that Dialogue: 0,0:00:56.65,0:00:57.40,Default,,0000,0000,0000,,game. Dialogue: 0,0:00:57.40,0:01:01.46,Default,,0000,0000,0000,,If you want to follow along, that's cool.\NIf you prefer the more thoroughly researched Dialogue: 0,0:01:01.46,0:01:06.37,Default,,0000,0000,0000,,and bite sized episodes I usually make, just\Nwait a few months and I'll do a proper episode Dialogue: 0,0:01:06.37,0:01:11.67,Default,,0000,0000,0000,,of Game Maker's Toolkit featuring everything\NI've learnt on this subject. Dialogue: 0,0:01:11.67,0:01:17.53,Default,,0000,0000,0000,,I'm kicking off with The Legend of Zelda:\NA Link to the Past. It's the third Zelda game Dialogue: 0,0:01:17.53,0:01:22.66,Default,,0000,0000,0000,,but it's where Nintendo really established\Nthe formula, and introduced iconic elements Dialogue: 0,0:01:22.66,0:01:26.79,Default,,0000,0000,0000,,like the master sword, heart pieces, and the\Nhook shot. Dialogue: 0,0:01:26.79,0:01:32.37,Default,,0000,0000,0000,,Let's start by talking about linearity. Do\Nthe dungeons usher you from room to room, Dialogue: 0,0:01:32.37,0:01:37.97,Default,,0000,0000,0000,,or let you explore their layouts in any way\Nyou desire? The answer is that some dungeons Dialogue: 0,0:01:37.97,0:01:43.06,Default,,0000,0000,0000,,do the former, others do the latter, and some\Nlie in the middle. Dialogue: 0,0:01:43.06,0:01:48.14,Default,,0000,0000,0000,,Those in the middle include the Eastern Palace:\Nthe first proper dungeon in the game. Dialogue: 0,0:01:48.14,0:01:52.71,Default,,0000,0000,0000,,What you'll notice is that there is only one\Npath you can take through the dungeon. You Dialogue: 0,0:01:52.71,0:01:58.56,Default,,0000,0000,0000,,have to go up here past these boulders, then\Naround in a big loop to get to this room, Dialogue: 0,0:01:58.56,0:02:03.17,Default,,0000,0000,0000,,then across to this area to get the big key,\Nthen it's off to the item chest to get to Dialogue: 0,0:02:03.17,0:02:05.86,Default,,0000,0000,0000,,the bow, and upstairs to fight the boss. Dialogue: 0,0:02:05.86,0:02:11.69,Default,,0000,0000,0000,,But the dungeon feels less linear than that,\Nfor a number of reasons. One is the number Dialogue: 0,0:02:11.69,0:02:15.88,Default,,0000,0000,0000,,of optional rooms - this one contains the\Ndungeon map, which isn't essential. And this Dialogue: 0,0:02:15.88,0:02:18.29,Default,,0000,0000,0000,,one just contains a bunch of rupees. Dialogue: 0,0:02:18.29,0:02:22.91,Default,,0000,0000,0000,,Those rooms - plus the ability to visit rooms\Nthat you'll come into later such as this area Dialogue: 0,0:02:22.91,0:02:28.67,Default,,0000,0000,0000,,where a pair of blocks make a one-way\Npath - give the dungeon a large explorable Dialogue: 0,0:02:28.67,0:02:32.44,Default,,0000,0000,0000,,space. There are lots of rooms and doors to\Nchoose from. Dialogue: 0,0:02:32.44,0:02:37.53,Default,,0000,0000,0000,,Also, keys force you off the critical path.\NYou can't get through this door until you Dialogue: 0,0:02:37.53,0:02:42.92,Default,,0000,0000,0000,,make a detour off into this room to find a\Nkey. Nintendo can modulate difficulty by moving Dialogue: 0,0:02:42.92,0:02:45.54,Default,,0000,0000,0000,,the key further away from the door. Dialogue: 0,0:02:45.54,0:02:51.95,Default,,0000,0000,0000,,And finally, the path crisscrosses over the\Nentire dungeon. The bridge is over the boulders Dialogue: 0,0:02:51.95,0:02:57.25,Default,,0000,0000,0000,,you dodged earlier, the excursion to get the\Nbig key sends you in a huge loop around the Dialogue: 0,0:02:57.25,0:03:00.87,Default,,0000,0000,0000,,dungeon, and the big key makes you backtrack\Nto this room with the giant chest. Dialogue: 0,0:03:00.87,0:03:07.62,Default,,0000,0000,0000,,All of this obscures the critical path, forcing\Nyou to explore to find it. So while the dungeon Dialogue: 0,0:03:07.62,0:03:12.13,Default,,0000,0000,0000,,essentially guides you along one path, you\Nget the sense that you're making your own Dialogue: 0,0:03:12.13,0:03:14.00,Default,,0000,0000,0000,,route. Clever stuff. Dialogue: 0,0:03:14.00,0:03:19.15,Default,,0000,0000,0000,,Other dungeons are less prescribed in the\Nway you solve them. The Palace of Darkness Dialogue: 0,0:03:19.15,0:03:23.71,Default,,0000,0000,0000,,- the fifth dungeon - will see you holding\Nmore than one key in your pocket for the first Dialogue: 0,0:03:23.71,0:03:28.65,Default,,0000,0000,0000,,time in the game. And you can use those keys\Non multiple locked doors. Dialogue: 0,0:03:28.65,0:03:33.29,Default,,0000,0000,0000,,What this means is that you can proceed through\Nthe dungeon in a truly non-linear way. For Dialogue: 0,0:03:33.29,0:03:38.37,Default,,0000,0000,0000,,this door, you could use this key, or this\Nkey. And then you could open this door or Dialogue: 0,0:03:38.37,0:03:42.24,Default,,0000,0000,0000,,this door, and use this key, this key, or\Neither of those first two keys. Dialogue: 0,0:03:42.24,0:03:46.94,Default,,0000,0000,0000,,There's still a predetermined set of rooms\Nyou have to visit but having some agency over Dialogue: 0,0:03:46.94,0:03:51.52,Default,,0000,0000,0000,,your route gives you the real sense that\Nyou're making decisions, and you find yourself Dialogue: 0,0:03:51.52,0:03:53.58,Default,,0000,0000,0000,,hitting fewer dead ends. Dialogue: 0,0:03:53.58,0:03:59.17,Default,,0000,0000,0000,,What's surprising is the number of optional\Nrooms in dungeons of this design. Take this Dialogue: 0,0:03:59.17,0:04:04.81,Default,,0000,0000,0000,,main floor of Ganon's Keep: you don't need\Nto go in any of these rooms to finish the Dialogue: 0,0:04:04.81,0:04:05.70,Default,,0000,0000,0000,,dungeon. Dialogue: 0,0:04:05.70,0:04:10.19,Default,,0000,0000,0000,,And in Misery Mire, there are five keys to\Nfind but you can actually solve the entire Dialogue: 0,0:04:10.19,0:04:12.85,Default,,0000,0000,0000,,dungeon with just two if you know what you're\Ndoing. Dialogue: 0,0:04:12.85,0:04:17.46,Default,,0000,0000,0000,,Of course, you rarely know what you're doing\Nso these unnecessary rooms must be there to Dialogue: 0,0:04:17.46,0:04:23.07,Default,,0000,0000,0000,,make the dungeon feel bigger and tougher than\Nit truly is, giving you so many keys and locks Dialogue: 0,0:04:23.07,0:04:27.59,Default,,0000,0000,0000,,and rooms to explore that you feel like a\Nchampion puzzle solver when you finish. Dialogue: 0,0:04:27.59,0:04:33.18,Default,,0000,0000,0000,,Turtle Rock is another dungeon that feels\Nharder than it is. This room has a crazy spaghetti Dialogue: 0,0:04:33.18,0:04:39.03,Default,,0000,0000,0000,,junction of pipes but in reality you only\Nneed to keep track of two of them to succeed. Dialogue: 0,0:04:39.03,0:04:44.27,Default,,0000,0000,0000,,Some dungeons are completely linear. Especially\Nin your return to Hyrule Castle. You move Dialogue: 0,0:04:44.27,0:04:48.61,Default,,0000,0000,0000,,from room to room, and all the locked doors\Nare unlocked with keys found in the exact Dialogue: 0,0:04:48.61,0:04:49.49,Default,,0000,0000,0000,,same room. Dialogue: 0,0:04:49.49,0:04:55.33,Default,,0000,0000,0000,,But that fits the tone of the story. At this point, Zelda\Nhas been kidnapped (again) and you're charging Dialogue: 0,0:04:55.33,0:05:00.39,Default,,0000,0000,0000,,up Hyrule castle's tower - slashing everything\Nin your way. This is the time for a gauntlet Dialogue: 0,0:05:00.39,0:05:05.17,Default,,0000,0000,0000,,of enemies as you chase after Zelda. Not pensive\Npuzzle solving and getting lost. Dialogue: 0,0:05:05.17,0:05:09.66,Default,,0000,0000,0000,,This is the only dungeon like that but you'll\Nfind that some dungeons are halfway between Dialogue: 0,0:05:09.66,0:05:15.37,Default,,0000,0000,0000,,two styles. Desert Palace, the second dungeon,\Nstarts relatively non-linear with this massive Dialogue: 0,0:05:15.37,0:05:20.44,Default,,0000,0000,0000,,opening chamber that has a whopping seven\Ndoors to explore, and one more to unlock. Dialogue: 0,0:05:20.44,0:05:24.18,Default,,0000,0000,0000,,But after that it turns into a straightforward\Npath to the boss. Dialogue: 0,0:05:24.18,0:05:29.27,Default,,0000,0000,0000,,This gives a sort of ramping tension. You\Nrarely just stumble upon the boss door while Dialogue: 0,0:05:29.27,0:05:34.70,Default,,0000,0000,0000,,exploring: you get there after a section where\Nyou have to move quickly from room to room, fighting Dialogue: 0,0:05:34.70,0:05:39.37,Default,,0000,0000,0000,,baddies, and amping up the stakes before you\Ngo head-to-head with the final monster. Dialogue: 0,0:05:39.37,0:05:43.83,Default,,0000,0000,0000,,There's a nice moment in The Tower of Hera\Nwhich reminds us that while Zelda wouldn't Dialogue: 0,0:05:43.83,0:05:49.92,Default,,0000,0000,0000,,go 3D for seven more years, dungeons in A Link\Nto the Past were already making us think about Dialogue: 0,0:05:49.92,0:05:52.99,Default,,0000,0000,0000,,the space as a building with verticality. Dialogue: 0,0:05:52.99,0:05:57.75,Default,,0000,0000,0000,,Because to get to the Moon Pearl, which is in\Nthis big chest on floor four, you have to Dialogue: 0,0:05:57.75,0:06:06.44,Default,,0000,0000,0000,,drop down from the exact right spot on floor\Nfive. This puzzle won't bust your noggin, Dialogue: 0,0:06:06.44,0:06:11.70,Default,,0000,0000,0000,,but it will get you to think about these dungeons\Nas actual 3D spaces. Dialogue: 0,0:06:11.70,0:06:15.28,Default,,0000,0000,0000,,It's a shame that there aren't more dungeons\Nthat really make you think about how they're Dialogue: 0,0:06:15.28,0:06:17.60,Default,,0000,0000,0000,,put together, in order to navigate them. Dialogue: 0,0:06:17.60,0:06:22.23,Default,,0000,0000,0000,,But here's a nice set-up that does just that.\NIn the Palace of Darkness you need the orange Dialogue: 0,0:06:22.23,0:06:26.99,Default,,0000,0000,0000,,blocks to be lowered to get up this staircase.\NBut if you drop them by hitting either this Dialogue: 0,0:06:26.99,0:06:33.56,Default,,0000,0000,0000,,switch or this switch, it will also raise\Nthe blue blocks and stop you getting Dialogue: 0,0:06:33.56,0:06:39.48,Default,,0000,0000,0000,,to the staircase. So you have to go in a loop around the\Ndungeon and come up from the room to the south. Dialogue: 0,0:06:39.48,0:06:43.76,Default,,0000,0000,0000,,It's simple but it's an elegant piece of design\Nthat encourages you to understand the layout Dialogue: 0,0:06:43.76,0:06:46.32,Default,,0000,0000,0000,,of the level and it promotes some forward\Nthinking. Dialogue: 0,0:06:46.32,0:06:51.80,Default,,0000,0000,0000,,A more complicated version of this puzzle\Ncomes in the long and winding Ice Palace. Dialogue: 0,0:06:51.80,0:06:55.57,Default,,0000,0000,0000,,It's perhaps the hardest dungeon in the game\Nand then when you finally get to the end you Dialogue: 0,0:06:55.57,0:07:00.02,Default,,0000,0000,0000,,realise that you need to push this block down\Nthe hole and - this time - you need to lower Dialogue: 0,0:07:00.02,0:07:04.79,Default,,0000,0000,0000,,the blue blocks but that will lift the orange\Nones and block you. And this time the route Dialogue: 0,0:07:04.79,0:07:08.12,Default,,0000,0000,0000,,back around is a lot harder to find. Dialogue: 0,0:07:08.12,0:07:12.18,Default,,0000,0000,0000,,Another dungeon worth mentioning is Skull\NWoods, which takes place both underground Dialogue: 0,0:07:12.18,0:07:17.96,Default,,0000,0000,0000,,and overground. It's interesting to see Nintendo\Ntoying with the dungeon formula so early in Dialogue: 0,0:07:17.96,0:07:23.77,Default,,0000,0000,0000,,the game. Likewise, Thieve's Town has you\Nleading this girl to a room bathed in light, Dialogue: 0,0:07:23.77,0:07:28.26,Default,,0000,0000,0000,,where she'll transform into the dungeon's\Nboss, Blind. Dialogue: 0,0:07:28.26,0:07:34.97,Default,,0000,0000,0000,,So there we have it. 12 dungeons - some straightforward,\Nsome twisting, some non-linear. They ask you Dialogue: 0,0:07:34.97,0:07:40.65,Default,,0000,0000,0000,,to understand the way the dungeon is put together,\Nand they surprise you by breaking with convention. Dialogue: 0,0:07:40.65,0:07:43.05,Default,,0000,0000,0000,,Overall, it's a strong start for this series. Dialogue: 0,0:07:43.05,0:07:47.74,Default,,0000,0000,0000,,And the question is - where to next? On to\NLink's Awakening, or do we jump to Ocarina Dialogue: 0,0:07:47.74,0:07:51.21,Default,,0000,0000,0000,,of Time? Let me know your thought in the comments\Nbelow. Dialogue: 0,0:07:51.21,0:07:55.57,Default,,0000,0000,0000,,Thanks for watching. Boss Keys is made possible\Nthanks to the fine folks at Patreon who are Dialogue: 0,0:07:55.57,0:07:59.34,Default,,0000,0000,0000,,somehow happy to fund a several month long\Nproject to make a 10 minute video about Zelda Dialogue: 0,0:07:59.34,0:08:01.14,Default,,0000,0000,0000,,games. What a bunch of cool weirdos.