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The Magic of the First Legend of Zelda | Game Maker's Toolkit

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    I'm sure you've heard this phrase before:
    "we're going back to our roots".
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    Like, a developer makes a game about inching
    through a creepy mansion and then, several
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    years later, that same series is now about
    jumping over a helicopter on a flippin' motorbike.
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    Yeah. So, Capcom says "we're going back to
    our roots" and Resident Evil returns to claustrophobic
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    corridors, hoarding herbs, and ruining your
    favourite jeans.
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    It's all about identifying what made a series
    so great in the first place - and taking a
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    good, hard look at a franchise to see if it
    still carries the essential DNA of its earliest games.
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    The next series to do this is, perhaps, my
    favourite of them all: The Legend of Zelda.
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    For the next game, Breath of the Wild, Nintendo
    will be going back to its roots, by looking
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    to the very first Zelda game for inspiration.
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    Which, I think, is pretty exciting. Because
    despite its simple graphics and general retro
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    clunkiness, Zelda 1 remains as one of the
    very best entries in this series - and it did
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    things that no other Zelda game has done since.
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    Designer Shigeru Miyamoto made The Legend
    of Zelda to capture his childhood experience
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    of exploring the Japanese countryside.
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    He's said, "I went hiking and found a lake.
    It was quite a surprise for me to stumble
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    upon it. When I traveled around the country
    without a map, trying to find my way, stumbling
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    on amazing things as I went, I realized how
    it felt to go on an adventure like this".
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    He wanted players to feel that same sense
    of adventure when they were exploring the
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    fields, forests, lakes, deserts, mountains,
    and graveyards of Hyrule.
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    So, you definitely don't have a map in this
    game - there's just a grey box that shows
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    your position in the world. And you aren't
    told where to go - the text crawl says that
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    you need to track down eight pieces of the
    triforce, but how that happens is up to you.
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    You're just let loose in a clearing, and told
    to get on with it. You don't even start with
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    a sword - you've got to enter this cave to
    grab that. A way for Miyamoto to tell players
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    that this game isn't going to hand them anything
    on a silver platter.
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    You're given a huge amount of freedom, from
    the very beginning. You can technically explore
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    the entire world right now, perhaps striding
    off west and coming across a lake, or heading
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    off east to squeeze through a canyon before
    you burst out onto a beach.
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    Sure, games like Skyrim let you go anywhere
    you like - but in that game you make the choice
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    between following a quest or freely exploring
    the map. There's no such choice in Zelda 1
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    - it's just all curious exploration, never
    knowing what you might come across next.
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    Maybe a shop. Or a secret. Or the entrance
    to one of the game's dungeons, which are these
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    tricky underground mazes filled with treasure,
    bosses, mysterious messages, and one of the
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    eight pieces of the triforce.
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    The dungeons are numbered, but there's rarely
    anything stopping you visiting them out of
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    sequence and accidentally stumbling into one
    of the last dungeons in the game. In Zelda
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    1, surprises lurk on every screen.
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    Part of what makes this game so enchanting
    is that it's mysterious and oblique. You're
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    given no companion character to provide hints
    and assistance, and the few friendly faces
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    in Hyrule offer up cryptic riddles that need
    to be deciphered.
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    But they are intoxicating. I remember this
    guy, who said "did you get the sword from
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    the top of the waterfall?" and I was like
    "No?!" and then found myself following the
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    stream up into the mountains with giddy anticipation.
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    And this is a game that encourages experimentation,
    as much as exploration. Items like the blue
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    ring and the piece of paper and the candle
    and the magic croissant are just added to
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    your inventory without description. and you'll
    simply have to figure out what the heck they do.
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    Zelda 1 just felt indifferent to the player's
    existence. It had whatever the opposite of
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    hand-holding is. You know, you're just dropped
    into a world and told to explore it. It was,
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    to sum it up in a single word, an adventure.
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    I'm sure it was mind-bending 30 years go but
    I played it for the first time... in 2017
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    and it still enraptured me so if you haven't
    experienced it yet and you think it sounds
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    interesting - please go grab it and turn off
    this video because I'm about to spoil the
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    crap out of it.
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    Years later, Miyamoto said "We were very nervous
    since The Legend of Zelda was our first game
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    that forced players to think what they should
    do next. We were afraid that gamers would
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    be bored and stressed by the new concept".
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    Luckily, they weren't. The game was successful
    and led to a couple sequels.
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    But I don't think he had any reason to worry,
    because - and this shouldn't come as a surprise
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    to anyone who watches my stuff - but it's
    because Nintendo knows how to make video games.
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    So, yes, Zelda 1 does offer a huge amount
    of freedom. You can go anywhere you like,
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    and visit - though not necessary finish - the
    dungeons in any order you want. But the designers
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    use some clever tricks to help guide you through
    the game, stop you getting lost, and make
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    the world naturally open up, piece by piece.
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    For one, the world map just isn't that big.
    It's only 16 screens wide and 8 screens high,
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    meaning you can learn most of the layout in
    a few hours. To make it feel bigger, the map
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    is turned into a giant maze with winding pathways,
    dead ends, and chokepoints.
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    Also, Zelda keeps some of the map away from
    you until you're more experienced with the game.
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    Not through actual locks - only two screens
    and two dungeons are literally impossible
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    to reach at the beginning of the game -
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    But through, what you might call "soft locks",
    which discourage exploration of certain areas.
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    One of these, is challenging enemies.
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    These centaur dudes, and screens filled with
    tricky foes, will quickly kill you if you
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    only have a few hearts. And dying in the overworld
    sends you right back to the first screen
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    so instead of trekking all the way back to
    where you just got pummelled into a fine pixelated
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    mist, you're more likely to just try going
    off in another direction.
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    Another soft lock, is information.
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    To access this whole area over here, you either
    need the ladder from dungeon four, or you
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    need to know the correct path through the
    lost woods. That's a maze that will keep turning
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    you around if you don't know the right order
    to take its many exits - and to get the solution
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    you need to find this woman, and pay her some
    rupees.
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    These locks also help you find the dungeons
    in a more sensible order. If you're just wandering
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    around the main part of Hyrule, you'll only
    stumble upon the entrances for the first three
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    dungeons. The remaining six are more hidden.
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    The fourth dungeon requires the raft. The
    fifth is on top of the magic mountain, so
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    you'll need another solution. The
    sixth is in that western area I just talked
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    about. And the seventh, eighth, and ninth
    dungeons are just hanging out in Hyrule - but
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    hidden away so you'll need special items and
    clues to find them.
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    Ah yes, the clues. Zelda is, like I said,
    a mysterious game, and not one to quickly
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    give up its secrets or tell you where to go.
    But, if you listen carefully, you'll realise
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    that these old men and women do give Link
    cryptic hints that actually detail almost
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    everything you need know to get through the
    game.
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    Some tell you about the boss's weakpoints.
    Others give you clues about finding more powerful
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    gear. Some tell you stuff that doesn't make much sense... though, you have to
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    remember that the game's English translation
    isn't perfect.
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    Zelda fans fevershly argue about the meaning
    of this clue, which says "eastmost pennisula
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    is the secret", but it wasn't written by the
    game's designers. In the original Japanese
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    version, that same man tells you that shooting
    arrows costs you money.
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    Anyway, other characters tell you how to find
    the most hidden dungeons.
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    In the fourth dungeon, this guy tells you
    to "walk into the waterfall" - where you'll
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    find the hint you need to find dungeon number
    five. In the sixth dungeon, a man says "there
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    are secrets where fairies don't live", which
    should help you find the entrance to seventh
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    dungeon in the only pond without a fairy.
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    The clue for the eighth dungeon is more obtuse,
    I'll grant you. This guy tells you to look
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    out for the tree at the dead-end - which I
    guess is referring to the entrance to dungeon
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    eight? I mean that's how I took it, and ended
    up in the penultimate dungeon in my first
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    hour with the game.
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    But, maybe this is why I kept seeing that
    bogus claim that you need to burn every bush
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    and bomb every wall to beat Zelda 1. Nah mate.
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    There are hidden rooms behind random bushes
    and walls, and they don't have telltale signs
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    like big ol' cracks. But that actually makes
    them... secrets. So it's a genuine surprise
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    when you find them.
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    And you really want that stuff. Zelda 1 can
    be brutally hard, so any help - whether that's
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    rupees or heart containers - is more than
    welcome. But it's all optional stuff, so you
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    can beat the game without it.
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    Of course, there were some genuinely tricky
    bits. I won't deny that. Especially in the
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    dungeons, which I'lll cover in more detail
    in the NES episode of my dungeon design series,
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    Boss Keys.
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    But, if you got stuck, all hope was not lost
    because Nintendo encouraged you to look beyond
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    the game for help.
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    There's the manual - which you are told to
    read in the opening text crawl. Both the main
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    text, and the bonus tips that are hidden behind
    a protective seal, give you loads of help.
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    It describes all the items in the game, reveals
    that there's a secret on almost every overworld
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    screen, and gives up the locations of the
    last three dungeons. Though, the English manual
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    is also filled with translation issues, like
    this erroneous claim that the warp whistle
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    can take you to the ninth dungeon.
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    You could also ask a friend. Miyamoto purposefully
    designed the game to encourage communication
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    between gamers, saying "I wanted them to talk
    with other Zelda players and exchange information,
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    ask each other questions, find out where to
    go next. That's what happened - this communication
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    was not a competition but it was a real life
    collaboration that helped make the game more popular".
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    So The Legend of Zelda is a game that gave
    players the freedom to dictate their own journey
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    through Hyrule, allowing for surprises and
    sequence breaking. And the game felt mysterious,
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    with secret passages, weird items, and cryptic
    hints.
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    But I think the team used clever design to
    make a game that felt free, but didn't let
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    you get lost. Mysterious, but far from inscrutable.
    And completely indifferent to the player - while
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    secretly helping them reach their goals.
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    But in more recent Zelda games, you no longer
    feel free, everything is explained, and that
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    guiding hand is no longer secret.
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    In more recent entires, the overworld is often
    restricted until you've hit certain points
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    in the story, dungeons can no longer be completed
    out of order, and you're stuck with chatty
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    companion characters who tell you what to
    do and where to go.
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    I mean, these games are all fab in their own
    way - well, almost - but none of them share
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    Zelda 1's unrestricted sense of adventure.
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    And you might think that this is just how
    modern games are. And that I'm just being
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    a nostalgic old fart.
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    But I'm not so sure. Well, I am a nostalgic
    old fart. But, games with that sense of freedom,
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    mystery, and surprise still exist.
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    Indie games like Hyper Light Drifter and The
    Witness are enchanting, wordless odysseys,
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    which capture those feelings.
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    And games like Fez have arguably found even
    better compromises between mystery with accessibility
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    - like these maps which point you towards
    secret areas, but don't completely give the
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    game away.
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    And everybody's already made this connection
    but Dark Souls definitely feels like a modern
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    take on Zelda 1 - complete with secret walls,
    cryptic hints, and communication between players.
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    So the question is not, "can you make a game
    like Zelda 1 today".
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    The question is, "can Nintendo make a game
    like Zelda 1 today".
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    They made a bold start with the non-linear
    Link Between Worlds on 3DS. But the real test
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    will be with Breath of the Wild. Just how
    much is Nintendo willing to go back to its roots,
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    To give The Legend of Zelda that feeling of freedom, mystery, and surprise?
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    We'll see.
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    Hey, thanks for watching. Game Maker's Toolkit
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    website Patreon. If you like the show, consider
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    or more, per episode.
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    Breath of the Wild will be out in a week or
    two - and you can definitely expect a video
  • 12:37 - 12:42
    on that game in the near future. Plus, I've
    got lots of other stuff in the works too so maybe
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    tap the subscribe button, and the bell button,
    to get a notification whenever I put a new
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    video out.
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    Oh, and if you're still not sick of Zelda
    stuff then look forward to new episodes of
  • 12:53 - 12:59
    Boss Keys. To be honest, I'm struggling to muster up the
    enthusiasm to replay these DS games
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    but I started this ridiculous project
    so I shall finish it. Look out for that video
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    in March, I guess?
Title:
The Magic of the First Legend of Zelda | Game Maker's Toolkit
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Video Language:
English
Duration:
13:14

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