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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.