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The Legend of Zelda / Zelda II's dungeon design | Boss Keys

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    Hi. My name’s Mark and this is Boss Keys - a
    series about the dungeon design in the Legend
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    of Zelda games.
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    We’re almost at the end of this journey.
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    But before we finish this series - I wanted
    to go back to where it all began, and look
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    at the very first two Zelda games.
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    Well, actually I didn’t want to.
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    But, I got a lot of requests to include these
    games, so here we are.
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    If this episode sucks, it’s your fault.
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    So let’s start with The Legend of Zelda.
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    This game was made as in attempt to capture
    designer Shigeru Miyamoto’s childhood experiences
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    of exploring the Japanese countryside.
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    So the game is mysterious and surprising - it
    begs you to simply wander off from the starting
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    screen and explore this strange, sprawling
    landscape.
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    Oh, and hopefully find eight pieces of the
    triforce and save princess Zelda.
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    You’ll get those pieces in the dungeons.
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    Yes, right back in the very first game, Zelda
    was split between the overworld and the underworld,
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    and had you exploring a number of underground
    mazes where you’d fight a boss and get a
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    new piece of the triforce.
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    And these labyrinths absolutely established
    a lot of the ideas that would go on to define
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    a Zelda dungeon in future games.
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    Every one of these mazes has a boss, an item,
    a map, a compass, and a bunch of small keys
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    and locks.
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    And while almost every room is a tricky combat
    challenge, the real goal is just finding your
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    way to the exit.
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    You’ll notice that the rooms are not laid
    out in a linear fashion, but are interconnected
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    and littered with locked doors and obstacles,
    which means you’ll need to be careful to
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    not get lost, and must go on the hunt for
    things like keys and items.
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    Unfortunately, pretty much everything Zelda
    1 established in terms of dungeons, was quite...
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    unrefined.
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    And most of this stuff would get rethought
    and fixed up in later games.
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    Take the keys.
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    Every Zelda game has small keys.
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    They can be used on any normal door, but they
    disappear as soon as you use them.
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    In a typical Zelda game, these keys are restricted
    to the dungeon where you find them - but that’s
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    not true in Zelda 1, where a key can be used
    in any door in the entire game.
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    And, predictably, this leads to all kinds
    of messy situations.
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    It most often means that you have more keys
    than you need.
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    There are several dungeons with excess keys,
    and plenty of locked rooms that you never
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    need to unlock because they just contain optional
    items like the compass or a hint.
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    So that means you might saunter into a dungeon
    with a handful of keys already in your pocket,
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    making the dungeon a bit of a cakewalk.
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    That’s not ideal, but it’s much better
    than walking into a dungeon and finding yourself
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    with not enough keys - which can happen if
    you unlock every door you come across, or
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    don’t explore every dungeon thoroughly.
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    And there are dungeons where there aren’t
    enough keys in the dungeon itself to open
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    all the doors.
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    Take Level 6.
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    If you walk into the dungeon with no keys,
    you’ll immediately pick up one key and be
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    faced with two locked doors.
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    The one on the right merely leads to a hint
    room and then... well, you’re screwed.
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    It’s either back to an earlier dungeon to
    hunt down a key.
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    Ugh.
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    Or you can buy one from the shop.
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    Which feels like a bit of a messy fix, and
    these keys are super expensive, which sucks
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    when rupees are so quite hard to come by.
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    Ultimately, Zelda dungeons just work best
    as self contained spaces - so the change to
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    restrict a small key to the dungeon where
    you found it, was a good decision.
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    Here’s something else that later Zelda games
    fixed.
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    In Zelda 1, many dungeons let you finish the
    level without ever picking up the key item.
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    In Level 1, it’s really easy to just completely
    miss the bow and arrow, and you might not
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    even realise you did until Level 6, where
    you need the arrows to kill this spider boss.
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    Now, the solution to this problem can be found...
    in the game itself.
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    In another dungeon, the fourth one, you can’t
    get to the boss room because of this water.
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    So you need to find the stepladder, elsewhere
    in the dungeon, to advance.
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    It’s a simple solution to ensure that everyone
    who finished level 4 has found the stepladder.
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    But this still wasn’t fully implemented
    even in Link to the Past where you can finish
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    the Tower of Hera without picking up the Moon
    Pearl.
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    It wasn’t until Link’s Awakening that
    Nintendo established that you’d need to
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    get the dungeon’s item to reach the boss
    room.
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    Which makes a lot of sense.
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    By all means, let less observant players go
    straight past optional items, like the magic
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    rod, upgraded candle, power ring, bible, and
    magical key.
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    But if the player needs to get an item to
    finish the game, then don’t let them leave
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    dungeon three without the raft.
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    This brings us onto bombs.
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    And this is where things start getting really
    messy.
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    One complaint that’s often levelled at Zelda
    1 is that you need to burn every bush and
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    bomb every wall.
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    Unlike later Zelda games where you can clearly
    see which walls can be blown up, in Zelda
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    1, destructible walls just look like normal
    walls.
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    And yes, it’s true that pretty much every
    screen on the overworld hides some kind of
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    secret room.
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    But there’s only one bush you HAVE to burn
    - the entrance to dungeon 8 - and one wall
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    you HAVE to blow up - the entrance to dungeon
    9 - and they are both hinted at.
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    Everything else, though, is optional.
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    You do want the goodies because things like
    heart containers and extra rupees are tremendously
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    helpful - but they’re not critical.
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    In the dungeons, though, it’s a different
    story.
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    So in the first four dungeons, there are walls
    you can blow up to make shortcuts, bypass
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    locked doors, and even discover secret rooms
    like this hidden stash of rupees.
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    That’s cool.
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    But, again, they’re optional.
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    But in the later dungeons, you have to blow
    up random walls just to get to the boss.
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    And this can be a maddening experience of
    wasting bombs, and grinding for extra ones,
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    and basically having to draw out a map just
    to mark down which walls you have and have
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    not tried to blow up.
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    Now, okay, let me give Nintendo a small bit
    of credit.
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    In the fifth dungeon, you get locked in this
    room.
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    You get given some bombs.
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    And you can see from the map, if you’ve
    picked it up, that there’s a room to your left.
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    So the only way to advance is to figure out
    that you need to blow up a hole in the left wall.
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    This is basically your tutorial - a way for
    Nintendo to say “hey, from now on, you might
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    have to blow up walls just to get through
    the dungeon”.
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    So at least you are warned.
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    But it’s not much of a consolation, really.
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    In dungeon 7, you need to blow holes in four
    different walls to get to the boss.
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    And the first room you blow your way into
    isn’t even shown on the map - it’s just
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    a hole!
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    This is a tremendously bad bit of design,
    if you ask me.
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    And couple this with Zelda’s 1’s clumsy
    “puzzle” design, and I’m using like
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    19 pairs of quotes around puzzle - where you
    have to push one random block in the room,
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    but only after all the enemies are dead, and
    you’ve got a recipe for a dungeon that goes
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    beyond challenging, to just unfair, and silly.
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    Look, I’ll defend the overworld design of
    Zelda 1 forever, but some of these later dungeons
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    just suck.
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    I can appreciate this game for laying the
    ground work for how dungeons would work in
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    the Zelda series - but I’m glad to see that
    Nintendo changed and fixed pretty much everything
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    about them in later games.
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    Right. Zelda 2. (Epilepsy Warning: Footage Contains Some Flashing Images)
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    Zelda 2 is a weird game.
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    It’s now a side scrolling platformer, with
    a dedicated jump button no less.
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    Except when you’re on the top-down overworld
    - which has random battles, like Final Fantasy.
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    It’s got intensely precise sword fighting
    combat, and magic spells.
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    There’s experience points and levelling
    - which inevitably means grinding.
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    And it’s punishingly difficult.
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    Just... brutally hard.
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    But while pretty much everything it did would
    be forgotten by later games - it’s not totally
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    unrecognisable as a Zelda game.
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    In fact, the move towards a more linear structure
    and the inclusion of small quests you must
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    complete between dungeons would filter into
    future games.
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    And the dungeons are still non-linear, interconnected,
    and have series staples like a boss, small
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    keys and locked doors, and a key item.
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    No map or compass though.
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    So if we look at the first dungeon, Parapa
    Palace, we can see that the path to the boss
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    room, and the path and the key item - a candle
    - are locked behind various doors and so we’ll
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    need to explore other rooms to find keys.
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    Annoyingly, Zelda 2 has a habit of putting
    keys off at the end of a long hallway, and
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    then - once you get it - you just have to
    walk all the way back.
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    This is the worst kind of backtracking - and
    would later be solved by loops in the level design.
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    Now, Zelda 2 did try to fix a few issues from
    Zelda 1.
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    Each dungeon now has the right number of keys
    and locks.
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    Which means dungeons are now self contained
    sections, with no intention for you to carry
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    keys from one dungeon to the next.
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    Hey, I could even make graphs for these dungeons
    if I wanted to, and they’d almost look like
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    normal Zelda dungeons.
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    Zelda 1 on the other hand is like "what is going on..."
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    But you can still use keys in different dungeons
    so if you start sequence breaking you could
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    potentially screw things up?
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    Maybe? I dunno.
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    Either way, it’s still a half step towards
    the proper solution.
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    Also, you can still leave the dungeon without
    the item in most cases.
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    Only one dungeon, the second one, puts an
    obstacle in your way that forces you to get
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    the item before facing the boss.
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    But at least the dungeons turn to ruins on
    the overworld if you have both found the item
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    and killed the boss, so you won’t backtrack
    into old areas unnecessarily.
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    Again, it’s a half step.
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    Also, Zelda 2 still lets you go into dungeons
    without the necessary gear.
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    I hope you found the somewhat secret upward
    thrust move from Darunia Town, otherwise you’ll
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    be screwed when you get to this room.
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    And I hope you have the reflect spell and
    the thunder spell before fighting the bosses
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    of dungeons four and seven, respectively,
    or it’s game over.
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    Finally, the game has no bombs at all - so
    you don’t have to worry about that - but
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    there’s still a secret wall you have to
    walk through because, why not, eh?
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    Really, though, the dungeons in Zelda 2 are
    not all that difficult to navigate.
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    They’re mostly quite small, and the only
    thing to worry about is keys and locks - there
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    are basically no other puzzles or obstacles.
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    And as soon as the dungeons get much bigger,
    you unlock a magic key which means that you
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    don’t even need to look for keys in the
    last two dungeons.
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    You may lose your bearings, simply because
    everything looks so damn similar.
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    Zelda 1 had that problem too.
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    But as long as you keep a quick map of the
    dungeon - mental or otherwise - I think you’ll
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    be fine.
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    But it’s the demanding combat, the invisible
    pits, getting knocked back into lava, going
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    into pointless dead ends, and so on, that
    will truly challenge you.
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    And if you die too many times, you’ve got
    to go all the way back to the very first screen,
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    because screw you.
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    All of which makes you not want to explore
    because it’s so fraught with danger and
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    frustration.
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    Zelda games would eventually learn that more
    linear dungeons can have difficult fights,
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    but more open and exploratory levels would
    have fewer enemies so as to not frustrate
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    you during the backtracking.
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    So, there we have it.
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    Zelda 1 and 2 both set the groundwork for
    the franchise.
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    But it’s clear that Nintendo made some mistakes
    when designing the dungeons for these early
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    games - and it wasn’t until A Link to the
    Past and Link’s Awakening that these issues
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    were fixed.
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    Those games added actual puzzles.
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    They made the dungeons much more distinct
    from one another, and the individual rooms
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    more unique also.
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    And they introduced more elements to keep
    track of, like a big key or more obstacles
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    that could only be overcome with the dungeon’s
    new item.
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    Then, Ocarina of Time and Majora’s Mask
    brought those ideas into the third dimension.
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    Suddenly, dungeons weren’t just sprawling
    mazes but intricate 3D spaces that unlocked
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    like a puzzle box.
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    On handheld, another developer, Capcom, confidently
    explored different dungeon designs in the
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    Oracle games and Minish Cap.
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    Meanwhile, on console, Nintendo decided to
    make the dungeons easier to navigate in Wind
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    Waker and Twilight Princess, as they focused
    more on individual puzzles, combat, and memorable
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    moments.
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    The DS games followed suit, but the Temple
    of the Ocean King in Phantom Hourglass and
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    the Tower of Spirits in Spirit Tracks gave
    Zelda players something new, with dungeons
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    that you’d revisit over the course of the
    adventure.
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    And Skyward Sword helped Nintendo return to
    brain-busting architectural puzzles, with
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    places like the time-travelling Sandship and
    the shifting rooms of Sky Keep.
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    On 3DS, Nintendo would start to rethink the
    Zelda formula entirely, with the non-linear
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    A Link Between Worlds.
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    Which, in retrospect, was a dress rehearsal
    for the most radically different Zelda game
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    ever made.
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    Part retro throwback, part modern masterpiece,
    Breath of the Wild is a complete reinvention
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    of the Zelda formula and it will be the focus
    of the final episode, of Boss Keys.
Title:
The Legend of Zelda / Zelda II's dungeon design | Boss Keys
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Duration:
12:41

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