0:00:00.399,0:00:05.719 Hi. I'm Mark Brown, and welcome back to Boss[br]Keys 0:00:05.720,0:00:11.020 You know, despite the fact that Zelda: Link's[br]Awakening is one of my most dearly beloved 0:00:11.030,0:00:16.570 games of all time, I completely forgot just[br]how much it brought to the Zelda franchise. 0:00:16.570,0:00:21.789 Flying on a chicken? That was Link's Awakening.[br]Trading sequence? Link's Awakening. Playing 0:00:21.789,0:00:26.769 different songs on an ocarina? That was Link's[br]Awakening. Fishing, mini-bosses, and jumping? 0:00:26.769,0:00:30.769 It all goes back to this wonderful, and very[br]green game. 0:00:30.769,0:00:35.740 Though, I'm going to be playing the Game Boy[br]Color re-release Link's Awakening DX for this 0:00:35.740,0:00:40.110 video. It's almost identical but I've put[br]a link in the description to a complete rundown 0:00:40.110,0:00:43.030 of the changes if you're interested. 0:00:43.030,0:00:47.960 Link's Awakening was made by pretty much the[br]same team as A Link to the Past, but as it 0:00:47.960,0:00:53.330 was a handheld game the developers felt more[br]free to experiment and try new things. In 0:00:53.330,0:00:58.080 an interview, years later, director Takashi[br]Tezuka said it "was like we were making a 0:00:58.080,0:00:59.960 parody of Zelda". 0:00:59.960,0:01:05.690 Alongside the more bizarre choices, like cameos[br]from Mario and Kirby, Link's Awakening also 0:01:05.690,0:01:11.260 makes some fundamental and, I think, very[br]beneficial changes to the Zelda formula - especially 0:01:11.260,0:01:14.690 in the dungeons, which is what I'm looking[br]at in this series. 0:01:14.690,0:01:19.250 The compass, for example, now shows the location[br]of treasure chests on your map and plays a 0:01:19.250,0:01:25.130 chime when you enter a room containing a key.[br]These features cut out the frustration of 0:01:25.130,0:01:30.570 hunting down a lost key, and make the compass[br]a much more valuable item to find. 0:01:30.570,0:01:38.260 These bird statues work like the Sahasrahla[br]stones in A Link to the Past but now you must 0:01:38.260,0:01:43.799 first find the stone beak to hear the hint.[br]That's one more thing for the designers to hide. 0:01:43.799,0:01:50.600 But the biggest change comes down to how the[br]big key works. Lemme explain. 0:01:50.600,0:01:54.920 In A Link to the Past, the big key is used[br]to open the chest that contains the dungeon's 0:01:54.920,0:01:59.479 item - which is a brilliant touch. It gives[br]you a real sense of excitement as you rush 0:01:59.479,0:02:04.690 back to that big chest you saw earlier, giddy[br]with anticipation to find out what's inside. 0:02:04.690,0:02:09.930 That sometimes involves backtracking, sure, but it's meaningful and motivated backtracking. 0:02:09.930,0:02:13.460 You're excited to return to the chest. 0:02:13.469,0:02:17.709 But in Link's Awakening, the item is just in a[br]normal chest, which doesn't need a key. This 0:02:17.709,0:02:22.489 is basically how Zelda will work for the rest[br]of the franchise. The chests containing key 0:02:22.489,0:02:26.180 items will sometimes be bigger, but will remain[br]unlocked. 0:02:26.180,0:02:31.510 Also, that big key was used to open one door[br]in A Link to the Past's dungeons, which would 0:02:31.510,0:02:37.739 normally reveal the second half of the palace.[br]So, in Misery Mire, the big key gives you 0:02:37.739,0:02:42.870 access to this more linear, second basement[br]area. And in Thieves' Town, the big key lets 0:02:42.870,0:02:48.260 you leave this maze-like opening section to[br]explore the rest of the dungeon. 0:02:48.260,0:02:54.080 In Link's Awakening, and - again - pretty[br]much every game since, the big key - now called the nightmare key 0:02:54.080,0:02:56.980 - specifically opens the door to the boss's lair. 0:02:56.989,0:03:02.120 But, don't be fooled into thinking that this[br]make's Link's Awakening's dungeons less interesting. 0:03:02.120,0:03:06.439 Far from it! Because instead of opening up[br]a second half of a dungeon, Link's Awakening 0:03:06.439,0:03:08.689 opens up a second phase. 0:03:08.689,0:03:13.859 And it does this using the dungeon's key item.[br]In all of the dungeons except for Eagle's 0:03:13.859,0:03:18.760 Tower- which we'll come to - the rooms are[br]littered with obstacles that you can't bypass. 0:03:18.760,0:03:25.159 Like holes in the floor in Tail Cave, heavy[br]pots in Bottle Grotto, and deep water in Angler's Tunnel. 0:03:25.159,0:03:29.659 Then, when you get the key item - the Roc's[br]Feather that lets you jump over those holes, 0:03:29.659,0:03:33.919 the power bracelet that lets you lift those[br]pots, or the flippers that let you swim in 0:03:33.919,0:03:39.260 that deep water - the dungeon changes in an[br]instant. All those places you couldn't access 0:03:39.260,0:03:41.239 before are now open to you. 0:03:41.239,0:03:46.279 And that rush of anticipation we saw with[br]that big chest returns. You're excited to go back 0:03:46.279,0:03:50.459 to those areas and see where they lead. Maybe[br]not quite as excited as you were when you 0:03:50.459,0:03:54.309 knew you were about to get a new item. But[br]still. It's that motivated backtracking. 0:03:54.309,0:03:56.169 Though, with a difference. 0:03:56.169,0:04:01.799 Because, the big key only opens one locked[br]door, but an item like the fire rod or Pegasus 0:04:01.799,0:04:08.139 boots lets you bypass lots of obstacles. That[br]means the entire dungeon is recontextualised, 0:04:08.139,0:04:13.699 like it's a mini Metroidvania. This gives[br]you more to think about and remember as you explore. 0:04:13.699,0:04:19.739 And it gives each dungeon a nice sense of[br]progression. In every dungeon except Eagle's 0:04:19.739,0:04:23.930 Tower - it's coming! - you first work to find[br]the item. Which then gives you access to the 0:04:23.930,0:04:28.530 nightmare key. Which then lets you take on[br]the boss. That formula might be strained by 0:04:28.530,0:04:33.310 Zelda game number ... 16? Or however many[br]we're up to now. But it's good for Link's 0:04:33.310,0:04:34.300 Awakening. 0:04:34.300,0:04:38.199 There are some instances in A Link to the[br]Past where you need to backtrack with your 0:04:38.199,0:04:43.860 newly equipped item to bypass an obstacle[br]but they're few and far between. Take the 0:04:43.860,0:04:48.810 hook shot in Swamp Palace: you need to use[br]it precisely twice, in the same room, to finish 0:04:48.810,0:04:54.590 the dungeon. That same item in Catfish's Maw[br]in Link's Awakening is used to collect two 0:04:54.590,0:05:00.539 small keys, get the nightmare key, reach the[br]boss, and access a bunch of optional items. 0:05:00.539,0:05:05.740 This focus on items also extends to the bosses.[br]Only a few of the bosses in A Link to the 0:05:05.740,0:05:10.400 Past were weak to the item hidden in that[br]dungeon, and Arrghus is the only boss that 0:05:10.400,0:05:16.090 requires you to use the dungeon's key item.[br]In Link's Awakening, almost every dungeon 0:05:16.090,0:05:21.180 has a boss or mini-boss that is defeated with[br]the key item. 0:05:21.180,0:05:25.949 This Game Boy game once again lets you carry[br]a handful of small keys, and you get to decide 0:05:25.949,0:05:31.849 which doors to unlock - giving you some real[br]choice in how you proceed through the dungeon. 0:05:31.849,0:05:36.870 But unlike A Link to the Past, this game does[br]not mess around. Even in the very first dungeon 0:05:36.870,0:05:41.610 you can carry three keys in your pocket at[br]once, and in the second dungeon you can choose 0:05:41.610,0:05:43.879 between three doors from the word go. 0:05:43.879,0:05:48.430 Now, so far in my analysis I've found that[br]when you're presented with multiple locked 0:05:48.430,0:05:53.930 doors, you can always find the same number[br]of keys - or more - elsewhere in the dungeon. 0:05:53.930,0:05:59.129 But in the dungeon Key Cavern you will find yourself in a room with four locked doors, and only 0:05:59.129,0:06:03.830 one key in your hand. Ultimately, three of[br]the doors lead to single rooms - two of which 0:06:03.830,0:06:07.939 are completely pointless and the other is[br]optional. But it's a fun way of making the 0:06:07.939,0:06:10.840 dungeon look more complex than it really is. 0:06:10.840,0:06:15.650 You'll get your key back in all three rooms[br]but the clever clogs out there might realise 0:06:15.650,0:06:20.770 that if you leave these doors to last you'll[br]actually run out of keys. To stop this from 0:06:20.770,0:06:24.930 happening, for those who feel the need to[br]go in every single room, Key Cavern has nine 0:06:24.930,0:06:29.330 keys for eight locks. Cheeky. 0:06:29.330,0:06:34.050 Some stray thoughts before I get on to Eagle's[br]Tower. These card suit enemies are cool but 0:06:34.050,0:06:38.740 these horse head things are super annoying.[br]It's cute how all the dungeon maps look like 0:06:38.740,0:06:42.860 things, and it leads to a good puzzle involving[br]the "eyes" of the Face Shrine. 0:06:42.860,0:06:44.340 I like this puzzle where you can 0:06:44.340,0:06:50.180 only see this cracked, bombable wall by standing up[br]on this high platform. And the bonus Color Dungeon 0:06:50.180,0:06:52.310 is nothing to write home about. 0:06:52.310,0:06:57.289 Okay so Eagle's Tower is really good. It's[br]the only Link's Awakening dungeon on multiple 0:06:57.289,0:07:02.199 floors but it makes really good use of this fact.[br]It has a bit where you drop down from one 0:07:02.199,0:07:07.740 floor to the other like in the Tower of Hera.[br]And, oh yeah, the fourth floor falls down 0:07:07.740,0:07:09.759 and crashes into the third. 0:07:09.759,0:07:14.110 To do this you must pick up this giant metal[br]ball and throw it at these four pillars. Which 0:07:14.110,0:07:18.139 is easier said than done because you can't[br]take the ball downstairs or jump while holding 0:07:18.139,0:07:22.830 it. It's a different type of key: one that[br]makes you think about how to move it. 0:07:22.830,0:07:28.099 So to get it around the dungeon you have to[br]throw it, then go around and get it. It forces 0:07:28.099,0:07:31.629 you to be smart about where you take the ball,[br]and to figure out how you'll get both the 0:07:31.629,0:07:36.919 ball and Link to the same space. This dungeon,[br]and Turtle Rock which follows afterwards, 0:07:36.919,0:07:41.689 also uses a lot of one-way doors and paths[br]so you can't just wander around the dungeon 0:07:41.689,0:07:46.370 freely. You need to understand the space and[br]make deliberate choices in your navigation. 0:07:46.370,0:07:50.460 My only disappointment with Eagle's Tower[br]is that you never need to visit the third 0:07:50.460,0:07:53.990 floor so you could quite easily miss out on[br]the fact that one part of the dungeon gets 0:07:53.990,0:07:56.659 radically changed because of your actions. 0:07:56.659,0:08:02.090 So, as we can see, a dungeon in Link's Awakening[br]is all about keys and locks. 0:08:02.090,0:08:07.840 Small keys are many keys, for many locks.[br]The nightmare key is one key for one lock. 0:08:07.840,0:08:12.909 And then the item is one key for many locks.[br]You can even add in the crystal switches - those 0:08:12.909,0:08:17.060 orbs that raise or lower all the blocks in[br]the dungeon - which are like many keys for 0:08:17.060,0:08:21.400 one, giant lock. And then you have the ball[br]which is a key for four locks but it's heavy 0:08:21.400,0:08:23.259 and, well, you get the idea. 0:08:23.259,0:08:28.349 This gives Nintendo a lot to work with to[br]create some truly devious and non-linear dungeons 0:08:28.349,0:08:32.500 for us to play. I think Link's Awakening marks[br]a high point in Zelda's dungeon design and, 0:08:32.500,0:08:36.580 well, we'll have to wait and see where it[br]goes next... 0:08:36.580,0:08:40.730 Thanks for watching. Next time on Boss Keys[br]we're going 3D, we're going back and forth 0:08:40.730,0:08:45.280 through time, and we're entering... the Water[br]Temple. You can subscribe to the channel so 0:08:45.280,0:08:48.690 you don't miss an episode and you can support[br]the show's production at Patreon.