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The Legend of Zelda: A Link to the Past's dungeon design | Boss Keys

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    Hi. My name's Mark and this is Boss Keys.
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    So, I make a YouTube show called Game Maker's
    Toolkit and an episode I've wanted to make
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    for a long time is a breakdown of the dungeon
    design in The Legend of Zelda games.
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    I think these things are fascinating. They're
    these twisting, contorting, non-linear maze-like
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    puzzles boxes filled with enemies and traps.
    They have terrific boss fights and unique
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    architecture and the best ones are these gigantic
    mechanical riddles for you to solve.
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    But if I want to do this episode properly,
    I'm going to need to revisit every major Zelda
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    game, and that's going to take hundreds of
    hours. Which is a lot of research for just
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    one video.
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    So I thought it might be fun to release a
    bunch of spin-off episodes as I go. One video
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    on each Zelda game I play, with my thoughts
    and findings on the dungeon design in that
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    game.
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    If you want to follow along, that's cool.
    If you prefer the more thoroughly researched
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    and bite sized episodes I usually make, just
    wait a few months and I'll do a proper episode
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    of Game Maker's Toolkit featuring everything
    I've learnt on this subject.
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    I'm kicking off with The Legend of Zelda:
    A Link to the Past. It's the third Zelda game
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    but it's where Nintendo really established
    the formula, and introduced iconic elements
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    like the master sword, heart pieces, and the
    hook shot.
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    Let's start by talking about linearity. Do
    the dungeons usher you from room to room,
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    or let you explore their layouts in any way
    you desire? The answer is that some dungeons
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    do the former, others do the latter, and some
    lie in the middle.
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    Those in the middle include the Eastern Palace:
    the first proper dungeon in the game.
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    What you'll notice is that there is only one
    path you can take through the dungeon. You
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    have to go up here past these boulders, then
    around in a big loop to get to this room,
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    then across to this area to get the big key,
    then it's off to the item chest to get to
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    the bow, and upstairs to fight the boss.
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    But the dungeon feels less linear than that,
    for a number of reasons. One is the number
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    of optional rooms - this one contains the
    dungeon map, which isn't essential. And this
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    one just contains a bunch of rupees.
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    Those rooms - plus the ability to visit rooms
    that you'll come into later such as this area
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    where a pair of blocks make a one-way
    path - give the dungeon a large explorable
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    space. There are lots of rooms and doors to
    choose from.
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    Also, keys force you off the critical path.
    You can't get through this door until you
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    make a detour off into this room to find a
    key. Nintendo can modulate difficulty by moving
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    the key further away from the door.
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    And finally, the path crisscrosses over the
    entire dungeon. The bridge is over the boulders
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    you dodged earlier, the excursion to get the
    big key sends you in a huge loop around the
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    dungeon, and the big key makes you backtrack
    to this room with the giant chest.
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    All of this obscures the critical path, forcing
    you to explore to find it. So while the dungeon
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    essentially guides you along one path, you
    get the sense that you're making your own
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    route. Clever stuff.
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    Other dungeons are less prescribed in the
    way you solve them. The Palace of Darkness
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    - the fifth dungeon - will see you holding
    more than one key in your pocket for the first
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    time in the game. And you can use those keys
    on multiple locked doors.
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    What this means is that you can proceed through
    the dungeon in a truly non-linear way. For
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    this door, you could use this key, or this
    key. And then you could open this door or
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    this door, and use this key, this key, or
    either of those first two keys.
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    There's still a predetermined set of rooms
    you have to visit but having some agency over
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    your route gives you the real sense that
    you're making decisions, and you find yourself
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    hitting fewer dead ends.
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    What's surprising is the number of optional
    rooms in dungeons of this design. Take this
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    main floor of Ganon's Keep: you don't need
    to go in any of these rooms to finish the
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    dungeon.
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    And in Misery Mire, there are five keys to
    find but you can actually solve the entire
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    dungeon with just two if you know what you're
    doing.
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    Of course, you rarely know what you're doing
    so these unnecessary rooms must be there to
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    make the dungeon feel bigger and tougher than
    it truly is, giving you so many keys and locks
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    and rooms to explore that you feel like a
    champion puzzle solver when you finish.
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    Turtle Rock is another dungeon that feels
    harder than it is. This room has a crazy spaghetti
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    junction of pipes but in reality you only
    need to keep track of two of them to succeed.
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    Some dungeons are completely linear. Especially
    in your return to Hyrule Castle. You move
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    from room to room, and all the locked doors
    are unlocked with keys found in the exact
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    same room.
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    But that fits the tone of the story. At this point, Zelda
    has been kidnapped (again) and you're charging
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    up Hyrule castle's tower - slashing everything
    in your way. This is the time for a gauntlet
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    of enemies as you chase after Zelda. Not pensive
    puzzle solving and getting lost.
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    This is the only dungeon like that but you'll
    find that some dungeons are halfway between
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    two styles. Desert Palace, the second dungeon,
    starts relatively non-linear with this massive
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    opening chamber that has a whopping seven
    doors to explore, and one more to unlock.
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    But after that it turns into a straightforward
    path to the boss.
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    This gives a sort of ramping tension. You
    rarely just stumble upon the boss door while
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    exploring: you get there after a section where
    you have to move quickly from room to room, fighting
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    baddies, and amping up the stakes before you
    go head-to-head with the final monster.
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    There's a nice moment in The Tower of Hera
    which reminds us that while Zelda wouldn't
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    go 3D for seven more years, dungeons in A Link
    to the Past were already making us think about
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    the space as a building with verticality.
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    Because to get to the Moon Pearl, which is in
    this big chest on floor four, you have to
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    drop down from the exact right spot on floor
    five. This puzzle won't bust your noggin,
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    but it will get you to think about these dungeons
    as actual 3D spaces.
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    It's a shame that there aren't more dungeons
    that really make you think about how they're
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    put together, in order to navigate them.
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    But here's a nice set-up that does just that.
    In the Palace of Darkness you need the orange
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    blocks to be lowered to get up this staircase.
    But if you drop them by hitting either this
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    switch or this switch, it will also raise
    the blue blocks and stop you getting
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    to the staircase. So you have to go in a loop around the
    dungeon and come up from the room to the south.
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    It's simple but it's an elegant piece of design
    that encourages you to understand the layout
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    of the level and it promotes some forward
    thinking.
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    A more complicated version of this puzzle
    comes in the long and winding Ice Palace.
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    It's perhaps the hardest dungeon in the game
    and then when you finally get to the end you
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    realise that you need to push this block down
    the hole and - this time - you need to lower
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    the blue blocks but that will lift the orange
    ones and block you. And this time the route
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    back around is a lot harder to find.
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    Another dungeon worth mentioning is Skull
    Woods, which takes place both underground
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    and overground. It's interesting to see Nintendo
    toying with the dungeon formula so early in
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    the game. Likewise, Thieve's Town has you
    leading this girl to a room bathed in light,
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    where she'll transform into the dungeon's
    boss, Blind.
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    So there we have it. 12 dungeons - some straightforward,
    some twisting, some non-linear. They ask you
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    to understand the way the dungeon is put together,
    and they surprise you by breaking with convention.
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    Overall, it's a strong start for this series.
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    And the question is - where to next? On to
    Link's Awakening, or do we jump to Ocarina
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    of Time? Let me know your thought in the comments
    below.
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    Thanks for watching. Boss Keys is made possible
    thanks to the fine folks at Patreon who are
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    somehow happy to fund a several month long
    project to make a 10 minute video about Zelda
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    games. What a bunch of cool weirdos.
Title:
The Legend of Zelda: A Link to the Past's dungeon design | Boss Keys
Description:

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Video Language:
English
Duration:
08:02

English, British subtitles

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