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The Legend of Zelda: Link's Awakening's dungeon design | Boss Keys

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    Hi. I'm Mark Brown, and welcome back to Boss
    Keys
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    You know, despite the fact that Zelda: Link's
    Awakening is one of my most dearly beloved
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    games of all time, I completely forgot just
    how much it brought to the Zelda franchise.
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    Flying on a chicken? That was Link's Awakening.
    Trading sequence? Link's Awakening. Playing
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    different songs on an ocarina? That was Link's
    Awakening. Fishing, mini-bosses, and jumping?
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    It all goes back to this wonderful, and very
    green game.
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    Though, I'm going to be playing the Game Boy
    Color re-release Link's Awakening DX for this
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    video. It's almost identical but I've put
    a link in the description to a complete rundown
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    of the changes if you're interested.
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    Link's Awakening was made by pretty much the
    same team as A Link to the Past, but as it
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    was a handheld game the developers felt more
    free to experiment and try new things. In
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    an interview, years later, director Takashi
    Tezuka said it "was like we were making a
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    parody of Zelda".
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    Alongside the more bizarre choices, like cameos
    from Mario and Kirby, Link's Awakening also
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    makes some fundamental and, I think, very
    beneficial changes to the Zelda formula - especially
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    in the dungeons, which is what I'm looking
    at in this series.
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    The compass, for example, now shows the location
    of treasure chests on your map and plays a
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    chime when you enter a room containing a key.
    These features cut out the frustration of
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    hunting down a lost key, and make the compass
    a much more valuable item to find.
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    These bird statues work like the Sahasrahla
    stones in A Link to the Past but now you must
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    first find the stone beak to hear the hint.
    That's one more thing for the designers to hide.
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    But the biggest change comes down to how the
    big key works. Lemme explain.
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    In A Link to the Past, the big key is used
    to open the chest that contains the dungeon's
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    item - which is a brilliant touch. It gives
    you a real sense of excitement as you rush
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    back to that big chest you saw earlier, giddy
    with anticipation to find out what's inside.
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    That sometimes involves backtracking, sure, but it's meaningful and motivated backtracking.
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    You're excited to return to the chest.
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    But in Link's Awakening, the item is just in a
    normal chest, which doesn't need a key. This
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    is basically how Zelda will work for the rest
    of the franchise. The chests containing key
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    items will sometimes be bigger, but will remain
    unlocked.
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    Also, that big key was used to open one door
    in A Link to the Past's dungeons, which would
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    normally reveal the second half of the palace.
    So, in Misery Mire, the big key gives you
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    access to this more linear, second basement
    area. And in Thieves' Town, the big key lets
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    you leave this maze-like opening section to
    explore the rest of the dungeon.
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    In Link's Awakening, and - again - pretty
    much every game since, the big key - now called the nightmare key
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    - specifically opens the door to the boss's lair.
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    But, don't be fooled into thinking that this
    make's Link's Awakening's dungeons less interesting.
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    Far from it! Because instead of opening up
    a second half of a dungeon, Link's Awakening
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    opens up a second phase.
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    And it does this using the dungeon's key item.
    In all of the dungeons except for Eagle's
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    Tower- which we'll come to - the rooms are
    littered with obstacles that you can't bypass.
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    Like holes in the floor in Tail Cave, heavy
    pots in Bottle Grotto, and deep water in Angler's Tunnel.
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    Then, when you get the key item - the Roc's
    Feather that lets you jump over those holes,
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    the power bracelet that lets you lift those
    pots, or the flippers that let you swim in
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    that deep water - the dungeon changes in an
    instant. All those places you couldn't access
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    before are now open to you.
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    And that rush of anticipation we saw with
    that big chest returns. You're excited to go back
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    to those areas and see where they lead. Maybe
    not quite as excited as you were when you
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    knew you were about to get a new item. But
    still. It's that motivated backtracking.
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    Though, with a difference.
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    Because, the big key only opens one locked
    door, but an item like the fire rod or Pegasus
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    boots lets you bypass lots of obstacles. That
    means the entire dungeon is recontextualised,
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    like it's a mini Metroidvania. This gives
    you more to think about and remember as you explore.
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    And it gives each dungeon a nice sense of
    progression. In every dungeon except Eagle's
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    Tower - it's coming! - you first work to find
    the item. Which then gives you access to the
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    nightmare key. Which then lets you take on
    the boss. That formula might be strained by
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    Zelda game number ... 16? Or however many
    we're up to now. But it's good for Link's
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    Awakening.
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    There are some instances in A Link to the
    Past where you need to backtrack with your
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    newly equipped item to bypass an obstacle
    but they're few and far between. Take the
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    hook shot in Swamp Palace: you need to use
    it precisely twice, in the same room, to finish
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    the dungeon. That same item in Catfish's Maw
    in Link's Awakening is used to collect two
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    small keys, get the nightmare key, reach the
    boss, and access a bunch of optional items.
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    This focus on items also extends to the bosses.
    Only a few of the bosses in A Link to the
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    Past were weak to the item hidden in that
    dungeon, and Arrghus is the only boss that
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    requires you to use the dungeon's key item.
    In Link's Awakening, almost every dungeon
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    has a boss or mini-boss that is defeated with
    the key item.
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    This Game Boy game once again lets you carry
    a handful of small keys, and you get to decide
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    which doors to unlock - giving you some real
    choice in how you proceed through the dungeon.
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    But unlike A Link to the Past, this game does
    not mess around. Even in the very first dungeon
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    you can carry three keys in your pocket at
    once, and in the second dungeon you can choose
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    between three doors from the word go.
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    Now, so far in my analysis I've found that
    when you're presented with multiple locked
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    doors, you can always find the same number
    of keys - or more - elsewhere in the dungeon.
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    But in the dungeon Key Cavern you will find yourself in a room with four locked doors, and only
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    one key in your hand. Ultimately, three of
    the doors lead to single rooms - two of which
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    are completely pointless and the other is
    optional. But it's a fun way of making the
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    dungeon look more complex than it really is.
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    You'll get your key back in all three rooms
    but the clever clogs out there might realise
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    that if you leave these doors to last you'll
    actually run out of keys. To stop this from
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    happening, for those who feel the need to
    go in every single room, Key Cavern has nine
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    keys for eight locks. Cheeky.
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    Some stray thoughts before I get on to Eagle's
    Tower. These card suit enemies are cool but
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    these horse head things are super annoying.
    It's cute how all the dungeon maps look like
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    things, and it leads to a good puzzle involving
    the "eyes" of the Face Shrine.
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    I like this puzzle where you can
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    only see this cracked, bombable wall by standing up
    on this high platform. And the bonus Color Dungeon
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    is nothing to write home about.
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    Okay so Eagle's Tower is really good. It's
    the only Link's Awakening dungeon on multiple
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    floors but it makes really good use of this fact.
    It has a bit where you drop down from one
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    floor to the other like in the Tower of Hera.
    And, oh yeah, the fourth floor falls down
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    and crashes into the third.
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    To do this you must pick up this giant metal
    ball and throw it at these four pillars. Which
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    is easier said than done because you can't
    take the ball downstairs or jump while holding
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    it. It's a different type of key: one that
    makes you think about how to move it.
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    So to get it around the dungeon you have to
    throw it, then go around and get it. It forces
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    you to be smart about where you take the ball,
    and to figure out how you'll get both the
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    ball and Link to the same space. This dungeon,
    and Turtle Rock which follows afterwards,
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    also uses a lot of one-way doors and paths
    so you can't just wander around the dungeon
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    freely. You need to understand the space and
    make deliberate choices in your navigation.
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    My only disappointment with Eagle's Tower
    is that you never need to visit the third
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    floor so you could quite easily miss out on
    the fact that one part of the dungeon gets
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    radically changed because of your actions.
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    So, as we can see, a dungeon in Link's Awakening
    is all about keys and locks.
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    Small keys are many keys, for many locks.
    The nightmare key is one key for one lock.
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    And then the item is one key for many locks.
    You can even add in the crystal switches - those
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    orbs that raise or lower all the blocks in
    the dungeon - which are like many keys for
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    one, giant lock. And then you have the ball
    which is a key for four locks but it's heavy
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    and, well, you get the idea.
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    This gives Nintendo a lot to work with to
    create some truly devious and non-linear dungeons
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    for us to play. I think Link's Awakening marks
    a high point in Zelda's dungeon design and,
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    well, we'll have to wait and see where it
    goes next...
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    Thanks for watching. Next time on Boss Keys
    we're going 3D, we're going back and forth
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    through time, and we're entering... the Water
    Temple. You can subscribe to the channel so
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    you don't miss an episode and you can support
    the show's production at Patreon.
Title:
The Legend of Zelda: Link's Awakening's dungeon design | Boss Keys
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Video Language:
English, British
Duration:
08:53

English, British subtitles

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