[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.40,0:00:05.72,Default,,0000,0000,0000,,Hi. I'm Mark Brown, and welcome back to Boss\NKeys Dialogue: 0,0:00:05.72,0:00:11.02,Default,,0000,0000,0000,,You know, despite the fact that Zelda: Link's\NAwakening is one of my most dearly beloved Dialogue: 0,0:00:11.03,0:00:16.57,Default,,0000,0000,0000,,games of all time, I completely forgot just\Nhow much it brought to the Zelda franchise. Dialogue: 0,0:00:16.57,0:00:21.79,Default,,0000,0000,0000,,Flying on a chicken? That was Link's Awakening.\NTrading sequence? Link's Awakening. Playing Dialogue: 0,0:00:21.79,0:00:26.77,Default,,0000,0000,0000,,different songs on an ocarina? That was Link's\NAwakening. Fishing, mini-bosses, and jumping? Dialogue: 0,0:00:26.77,0:00:30.77,Default,,0000,0000,0000,,It all goes back to this wonderful, and very\Ngreen game. Dialogue: 0,0:00:30.77,0:00:35.74,Default,,0000,0000,0000,,Though, I'm going to be playing the Game Boy\NColor re-release Link's Awakening DX for this Dialogue: 0,0:00:35.74,0:00:40.11,Default,,0000,0000,0000,,video. It's almost identical but I've put\Na link in the description to a complete rundown Dialogue: 0,0:00:40.11,0:00:43.03,Default,,0000,0000,0000,,of the changes if you're interested. Dialogue: 0,0:00:43.03,0:00:47.96,Default,,0000,0000,0000,,Link's Awakening was made by pretty much the\Nsame team as A Link to the Past, but as it Dialogue: 0,0:00:47.96,0:00:53.33,Default,,0000,0000,0000,,was a handheld game the developers felt more\Nfree to experiment and try new things. In Dialogue: 0,0:00:53.33,0:00:58.08,Default,,0000,0000,0000,,an interview, years later, director Takashi\NTezuka said it "was like we were making a Dialogue: 0,0:00:58.08,0:00:59.96,Default,,0000,0000,0000,,parody of Zelda". Dialogue: 0,0:00:59.96,0:01:05.69,Default,,0000,0000,0000,,Alongside the more bizarre choices, like cameos\Nfrom Mario and Kirby, Link's Awakening also Dialogue: 0,0:01:05.69,0:01:11.26,Default,,0000,0000,0000,,makes some fundamental and, I think, very\Nbeneficial changes to the Zelda formula - especially Dialogue: 0,0:01:11.26,0:01:14.69,Default,,0000,0000,0000,,in the dungeons, which is what I'm looking\Nat in this series. Dialogue: 0,0:01:14.69,0:01:19.25,Default,,0000,0000,0000,,The compass, for example, now shows the location\Nof treasure chests on your map and plays a Dialogue: 0,0:01:19.25,0:01:25.13,Default,,0000,0000,0000,,chime when you enter a room containing a key.\NThese features cut out the frustration of Dialogue: 0,0:01:25.13,0:01:30.57,Default,,0000,0000,0000,,hunting down a lost key, and make the compass\Na much more valuable item to find. Dialogue: 0,0:01:30.57,0:01:38.26,Default,,0000,0000,0000,,These bird statues work like the Sahasrahla\Nstones in A Link to the Past but now you must Dialogue: 0,0:01:38.26,0:01:43.80,Default,,0000,0000,0000,,first find the stone beak to hear the hint.\NThat's one more thing for the designers to hide. Dialogue: 0,0:01:43.80,0:01:50.60,Default,,0000,0000,0000,,But the biggest change comes down to how the\Nbig key works. Lemme explain. Dialogue: 0,0:01:50.60,0:01:54.92,Default,,0000,0000,0000,,In A Link to the Past, the big key is used\Nto open the chest that contains the dungeon's Dialogue: 0,0:01:54.92,0:01:59.48,Default,,0000,0000,0000,,item - which is a brilliant touch. It gives\Nyou a real sense of excitement as you rush Dialogue: 0,0:01:59.48,0:02:04.69,Default,,0000,0000,0000,,back to that big chest you saw earlier, giddy\Nwith anticipation to find out what's inside. Dialogue: 0,0:02:04.69,0:02:09.93,Default,,0000,0000,0000,,That sometimes involves backtracking, sure, but it's meaningful and motivated backtracking. Dialogue: 0,0:02:09.93,0:02:13.46,Default,,0000,0000,0000,,You're excited to return to the chest. Dialogue: 0,0:02:13.47,0:02:17.71,Default,,0000,0000,0000,,But in Link's Awakening, the item is just in a\Nnormal chest, which doesn't need a key. This Dialogue: 0,0:02:17.71,0:02:22.49,Default,,0000,0000,0000,,is basically how Zelda will work for the rest\Nof the franchise. The chests containing key Dialogue: 0,0:02:22.49,0:02:26.18,Default,,0000,0000,0000,,items will sometimes be bigger, but will remain\Nunlocked. Dialogue: 0,0:02:26.18,0:02:31.51,Default,,0000,0000,0000,,Also, that big key was used to open one door\Nin A Link to the Past's dungeons, which would Dialogue: 0,0:02:31.51,0:02:37.74,Default,,0000,0000,0000,,normally reveal the second half of the palace.\NSo, in Misery Mire, the big key gives you Dialogue: 0,0:02:37.74,0:02:42.87,Default,,0000,0000,0000,,access to this more linear, second basement\Narea. And in Thieves' Town, the big key lets Dialogue: 0,0:02:42.87,0:02:48.26,Default,,0000,0000,0000,,you leave this maze-like opening section to\Nexplore the rest of the dungeon. Dialogue: 0,0:02:48.26,0:02:54.08,Default,,0000,0000,0000,,In Link's Awakening, and - again - pretty\Nmuch every game since, the big key - now called the nightmare key Dialogue: 0,0:02:54.08,0:02:56.98,Default,,0000,0000,0000,,- specifically opens the door to the boss's lair. Dialogue: 0,0:02:56.99,0:03:02.12,Default,,0000,0000,0000,,But, don't be fooled into thinking that this\Nmake's Link's Awakening's dungeons less interesting. Dialogue: 0,0:03:02.12,0:03:06.44,Default,,0000,0000,0000,,Far from it! Because instead of opening up\Na second half of a dungeon, Link's Awakening Dialogue: 0,0:03:06.44,0:03:08.69,Default,,0000,0000,0000,,opens up a second phase. Dialogue: 0,0:03:08.69,0:03:13.86,Default,,0000,0000,0000,,And it does this using the dungeon's key item.\NIn all of the dungeons except for Eagle's Dialogue: 0,0:03:13.86,0:03:18.76,Default,,0000,0000,0000,,Tower- which we'll come to - the rooms are\Nlittered with obstacles that you can't bypass. Dialogue: 0,0:03:18.76,0:03:25.16,Default,,0000,0000,0000,,Like holes in the floor in Tail Cave, heavy\Npots in Bottle Grotto, and deep water in Angler's Tunnel. Dialogue: 0,0:03:25.16,0:03:29.66,Default,,0000,0000,0000,,Then, when you get the key item - the Roc's\NFeather that lets you jump over those holes, Dialogue: 0,0:03:29.66,0:03:33.92,Default,,0000,0000,0000,,the power bracelet that lets you lift those\Npots, or the flippers that let you swim in Dialogue: 0,0:03:33.92,0:03:39.26,Default,,0000,0000,0000,,that deep water - the dungeon changes in an\Ninstant. All those places you couldn't access Dialogue: 0,0:03:39.26,0:03:41.24,Default,,0000,0000,0000,,before are now open to you. Dialogue: 0,0:03:41.24,0:03:46.28,Default,,0000,0000,0000,,And that rush of anticipation we saw with\Nthat big chest returns. You're excited to go back Dialogue: 0,0:03:46.28,0:03:50.46,Default,,0000,0000,0000,,to those areas and see where they lead. Maybe\Nnot quite as excited as you were when you Dialogue: 0,0:03:50.46,0:03:54.31,Default,,0000,0000,0000,,knew you were about to get a new item. But\Nstill. It's that motivated backtracking. Dialogue: 0,0:03:54.31,0:03:56.17,Default,,0000,0000,0000,,Though, with a difference. Dialogue: 0,0:03:56.17,0:04:01.80,Default,,0000,0000,0000,,Because, the big key only opens one locked\Ndoor, but an item like the fire rod or Pegasus Dialogue: 0,0:04:01.80,0:04:08.14,Default,,0000,0000,0000,,boots lets you bypass lots of obstacles. That\Nmeans the entire dungeon is recontextualised, Dialogue: 0,0:04:08.14,0:04:13.70,Default,,0000,0000,0000,,like it's a mini Metroidvania. This gives\Nyou more to think about and remember as you explore. Dialogue: 0,0:04:13.70,0:04:19.74,Default,,0000,0000,0000,,And it gives each dungeon a nice sense of\Nprogression. In every dungeon except Eagle's Dialogue: 0,0:04:19.74,0:04:23.93,Default,,0000,0000,0000,,Tower - it's coming! - you first work to find\Nthe item. Which then gives you access to the Dialogue: 0,0:04:23.93,0:04:28.53,Default,,0000,0000,0000,,nightmare key. Which then lets you take on\Nthe boss. That formula might be strained by Dialogue: 0,0:04:28.53,0:04:33.31,Default,,0000,0000,0000,,Zelda game number ... 16? Or however many\Nwe're up to now. But it's good for Link's Dialogue: 0,0:04:33.31,0:04:34.30,Default,,0000,0000,0000,,Awakening. Dialogue: 0,0:04:34.30,0:04:38.20,Default,,0000,0000,0000,,There are some instances in A Link to the\NPast where you need to backtrack with your Dialogue: 0,0:04:38.20,0:04:43.86,Default,,0000,0000,0000,,newly equipped item to bypass an obstacle\Nbut they're few and far between. Take the Dialogue: 0,0:04:43.86,0:04:48.81,Default,,0000,0000,0000,,hook shot in Swamp Palace: you need to use\Nit precisely twice, in the same room, to finish Dialogue: 0,0:04:48.81,0:04:54.59,Default,,0000,0000,0000,,the dungeon. That same item in Catfish's Maw\Nin Link's Awakening is used to collect two Dialogue: 0,0:04:54.59,0:05:00.54,Default,,0000,0000,0000,,small keys, get the nightmare key, reach the\Nboss, and access a bunch of optional items. Dialogue: 0,0:05:00.54,0:05:05.74,Default,,0000,0000,0000,,This focus on items also extends to the bosses.\NOnly a few of the bosses in A Link to the Dialogue: 0,0:05:05.74,0:05:10.40,Default,,0000,0000,0000,,Past were weak to the item hidden in that\Ndungeon, and Arrghus is the only boss that Dialogue: 0,0:05:10.40,0:05:16.09,Default,,0000,0000,0000,,requires you to use the dungeon's key item.\NIn Link's Awakening, almost every dungeon Dialogue: 0,0:05:16.09,0:05:21.18,Default,,0000,0000,0000,,has a boss or mini-boss that is defeated with\Nthe key item. Dialogue: 0,0:05:21.18,0:05:25.95,Default,,0000,0000,0000,,This Game Boy game once again lets you carry\Na handful of small keys, and you get to decide Dialogue: 0,0:05:25.95,0:05:31.85,Default,,0000,0000,0000,,which doors to unlock - giving you some real\Nchoice in how you proceed through the dungeon. Dialogue: 0,0:05:31.85,0:05:36.87,Default,,0000,0000,0000,,But unlike A Link to the Past, this game does\Nnot mess around. Even in the very first dungeon Dialogue: 0,0:05:36.87,0:05:41.61,Default,,0000,0000,0000,,you can carry three keys in your pocket at\Nonce, and in the second dungeon you can choose Dialogue: 0,0:05:41.61,0:05:43.88,Default,,0000,0000,0000,,between three doors from the word go. Dialogue: 0,0:05:43.88,0:05:48.43,Default,,0000,0000,0000,,Now, so far in my analysis I've found that\Nwhen you're presented with multiple locked Dialogue: 0,0:05:48.43,0:05:53.93,Default,,0000,0000,0000,,doors, you can always find the same number\Nof keys - or more - elsewhere in the dungeon. Dialogue: 0,0:05:53.93,0:05:59.13,Default,,0000,0000,0000,,But in the dungeon Key Cavern you will find yourself in a room with four locked doors, and only Dialogue: 0,0:05:59.13,0:06:03.83,Default,,0000,0000,0000,,one key in your hand. Ultimately, three of\Nthe doors lead to single rooms - two of which Dialogue: 0,0:06:03.83,0:06:07.94,Default,,0000,0000,0000,,are completely pointless and the other is\Noptional. But it's a fun way of making the Dialogue: 0,0:06:07.94,0:06:10.84,Default,,0000,0000,0000,,dungeon look more complex than it really is. Dialogue: 0,0:06:10.84,0:06:15.65,Default,,0000,0000,0000,,You'll get your key back in all three rooms\Nbut the clever clogs out there might realise Dialogue: 0,0:06:15.65,0:06:20.77,Default,,0000,0000,0000,,that if you leave these doors to last you'll\Nactually run out of keys. To stop this from Dialogue: 0,0:06:20.77,0:06:24.93,Default,,0000,0000,0000,,happening, for those who feel the need to\Ngo in every single room, Key Cavern has nine Dialogue: 0,0:06:24.93,0:06:29.33,Default,,0000,0000,0000,,keys for eight locks. Cheeky. Dialogue: 0,0:06:29.33,0:06:34.05,Default,,0000,0000,0000,,Some stray thoughts before I get on to Eagle's\NTower. These card suit enemies are cool but Dialogue: 0,0:06:34.05,0:06:38.74,Default,,0000,0000,0000,,these horse head things are super annoying.\NIt's cute how all the dungeon maps look like Dialogue: 0,0:06:38.74,0:06:42.86,Default,,0000,0000,0000,,things, and it leads to a good puzzle involving\Nthe "eyes" of the Face Shrine. Dialogue: 0,0:06:42.86,0:06:44.34,Default,,0000,0000,0000,,I like this puzzle where you can Dialogue: 0,0:06:44.34,0:06:50.18,Default,,0000,0000,0000,,only see this cracked, bombable wall by standing up\Non this high platform. And the bonus Color Dungeon Dialogue: 0,0:06:50.18,0:06:52.31,Default,,0000,0000,0000,,is nothing to write home about. Dialogue: 0,0:06:52.31,0:06:57.29,Default,,0000,0000,0000,,Okay so Eagle's Tower is really good. It's\Nthe only Link's Awakening dungeon on multiple Dialogue: 0,0:06:57.29,0:07:02.20,Default,,0000,0000,0000,,floors but it makes really good use of this fact.\NIt has a bit where you drop down from one Dialogue: 0,0:07:02.20,0:07:07.74,Default,,0000,0000,0000,,floor to the other like in the Tower of Hera.\NAnd, oh yeah, the fourth floor falls down Dialogue: 0,0:07:07.74,0:07:09.76,Default,,0000,0000,0000,,and crashes into the third. Dialogue: 0,0:07:09.76,0:07:14.11,Default,,0000,0000,0000,,To do this you must pick up this giant metal\Nball and throw it at these four pillars. Which Dialogue: 0,0:07:14.11,0:07:18.14,Default,,0000,0000,0000,,is easier said than done because you can't\Ntake the ball downstairs or jump while holding Dialogue: 0,0:07:18.14,0:07:22.83,Default,,0000,0000,0000,,it. It's a different type of key: one that\Nmakes you think about how to move it. Dialogue: 0,0:07:22.83,0:07:28.10,Default,,0000,0000,0000,,So to get it around the dungeon you have to\Nthrow it, then go around and get it. It forces Dialogue: 0,0:07:28.10,0:07:31.63,Default,,0000,0000,0000,,you to be smart about where you take the ball,\Nand to figure out how you'll get both the Dialogue: 0,0:07:31.63,0:07:36.92,Default,,0000,0000,0000,,ball and Link to the same space. This dungeon,\Nand Turtle Rock which follows afterwards, Dialogue: 0,0:07:36.92,0:07:41.69,Default,,0000,0000,0000,,also uses a lot of one-way doors and paths\Nso you can't just wander around the dungeon Dialogue: 0,0:07:41.69,0:07:46.37,Default,,0000,0000,0000,,freely. You need to understand the space and\Nmake deliberate choices in your navigation. Dialogue: 0,0:07:46.37,0:07:50.46,Default,,0000,0000,0000,,My only disappointment with Eagle's Tower\Nis that you never need to visit the third Dialogue: 0,0:07:50.46,0:07:53.99,Default,,0000,0000,0000,,floor so you could quite easily miss out on\Nthe fact that one part of the dungeon gets Dialogue: 0,0:07:53.99,0:07:56.66,Default,,0000,0000,0000,,radically changed because of your actions. Dialogue: 0,0:07:56.66,0:08:02.09,Default,,0000,0000,0000,,So, as we can see, a dungeon in Link's Awakening\Nis all about keys and locks. Dialogue: 0,0:08:02.09,0:08:07.84,Default,,0000,0000,0000,,Small keys are many keys, for many locks.\NThe nightmare key is one key for one lock. Dialogue: 0,0:08:07.84,0:08:12.91,Default,,0000,0000,0000,,And then the item is one key for many locks.\NYou can even add in the crystal switches - those Dialogue: 0,0:08:12.91,0:08:17.06,Default,,0000,0000,0000,,orbs that raise or lower all the blocks in\Nthe dungeon - which are like many keys for Dialogue: 0,0:08:17.06,0:08:21.40,Default,,0000,0000,0000,,one, giant lock. And then you have the ball\Nwhich is a key for four locks but it's heavy Dialogue: 0,0:08:21.40,0:08:23.26,Default,,0000,0000,0000,,and, well, you get the idea. Dialogue: 0,0:08:23.26,0:08:28.35,Default,,0000,0000,0000,,This gives Nintendo a lot to work with to\Ncreate some truly devious and non-linear dungeons Dialogue: 0,0:08:28.35,0:08:32.50,Default,,0000,0000,0000,,for us to play. I think Link's Awakening marks\Na high point in Zelda's dungeon design and, Dialogue: 0,0:08:32.50,0:08:36.58,Default,,0000,0000,0000,,well, we'll have to wait and see where it\Ngoes next... Dialogue: 0,0:08:36.58,0:08:40.73,Default,,0000,0000,0000,,Thanks for watching. Next time on Boss Keys\Nwe're going 3D, we're going back and forth Dialogue: 0,0:08:40.73,0:08:45.28,Default,,0000,0000,0000,,through time, and we're entering... the Water\NTemple. You can subscribe to the channel so Dialogue: 0,0:08:45.28,0:08:48.69,Default,,0000,0000,0000,,you don't miss an episode and you can support\Nthe show's production at Patreon.