CaddieOpen in CaddieDownload for Mac

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

Shared by Caddie Library · Updated
Game Maker's Toolkit8:02Open on YouTube
Chapters show their main points

The bottom line

Zelda's dungeons span fully linear to truly open
Each dungeon's place on the range fits its moment in the story, from a frantic chase to a slow puzzle.

The dungeons range from fully linear to truly non-linear, and each suits its place in the story. Hidden paths and spare rooms make them feel bigger and tougher than they are.

Key takeaways

  • The dungeons run from fully linear to fully open, with many in between. 1:32
    • Some usher you from room to room, others let you explore any way you like, and some sit in the middle.
    • The Eastern Palace, the first real dungeon, has only one path but still feels open.
  • A dungeon with one true path can still feel like your own route. 2:05
    • Optional rooms, key detours and a path that crisscrosses the whole dungeon hide the critical path.
    • Moving a key further from its door lets Nintendo adjust the difficulty.
  • Holding several keys lets you choose your route in later dungeons. 3:14
    • In the Palace of Darkness you carry more than one key and can use them on several locked doors, so you hit fewer dead ends.
    • Misery Mire has five keys, but two are enough if you know what you're doing.
  • Spare rooms make a dungeon feel harder than it really is. 3:53
    • You don't need to enter any room on the main floor of Ganon's Keep to finish it.
    • Turtle Rock has a spaghetti junction of pipes, but you only need to track two of them.
  • Straight, linear stretches are used on purpose for tone and tension. 4:39
    • The return to Hyrule Castle is a gauntlet of enemies, which fits the chase after the kidnapped Zelda.
    • The Desert Palace opens wide with seven doors, then turns into a straight run to the boss that raises the stakes.

So while the dungeon essentially guides you along one path, you get the sense that you're making your own route.

Mark Brown, Game Maker's Toolkit

Chapter summaries

0:00 Boss Keys: a series on Zelda's dungeons

Each Zelda game gets a short spin-off, feeding one fully researched episode on dungeon design.

  • Every major Zelda game gets its own dungeon breakdown. 0:46
    • Replaying them all takes hundreds of hours.
    • A polished episode follows in a few months.
    • Zelda dungeons are twisting, non-linear puzzle boxes full of enemies and traps. 0:16
    • The best ones are gigantic mechanical riddles. 0:29
    • A Link to the Past is the third Zelda game. It set the formula and added the master sword, heart pieces and the hookshot. 1:11

1:26 The Eastern Palace's hidden single path

The Eastern Palace hides one path among detours
Optional rooms, key detours and a route that doubles back over itself make a single path feel like your own.

The first dungeon is one fixed chain of rooms, dressed up as open space.

  • The Eastern Palace has one route from door to boss. 1:48
    • You pass the boulders, loop around, then cross to the big key.
    • The chest holds the bow, and the boss is upstairs.
    • One optional room holds the dungeon map. Another holds only rupees. 2:11
    • A pair of blocks makes a one-way path into an area you visit later. 2:18
    • The bridge crosses the boulders you dodged earlier. 2:45

3:14 Palace of Darkness: choosing keys

Holding several keys lets you pick the order of a fixed set of rooms.

  • Interchangeable keys open the dungeon's order. 3:28
    • This is the first dungeon where you carry more than one key.
    • The set of rooms to visit stays fixed.
    • One door takes either of two keys. 3:33
    • The next door takes any of three keys. 3:38
    • Having a say in your route makes you feel you are making decisions. 3:46

4:01 Linear runs and ramping tension

Straight stretches are chosen on purpose, because pace and tone suit the story at that moment.

  • Hyrule Castle's tower is fully linear, and that suits the chase. 4:39
    • Each locked door opens with a key found in the same room.
    • It is the only dungeon built this way.
    • The tone is a slashing charge up the tower after Zelda is kidnapped again, not pensive puzzle solving and getting lost.
    • The gauntlet of enemies replaces exploration.
  • Desert Palace mixes both styles to build tension. 5:09
    • It opens with a huge chamber of seven doors to explore, plus one to unlock.
    • After that it is a straight path to the boss.
    • You rarely stumble on the boss door by accident.
    • The fast run through rooms and baddies raises the stakes before the final fight.

5:39 Dungeons as 3D spaces

Tower of Hera makes you think in floors
Seven years before Zelda went 3D, this puzzle already treated the dungeon as a building with height.

A few puzzles make you think of the dungeon as a whole building with height and loops.

  • The Tower of Hera makes you think in floors. 5:39
    • The Moon Pearl chest is on floor four, and you must drop from the exact spot on floor five.
    • Zelda would not go 3D for seven more years.
    • The puzzle is easy, but it makes the dungeon feel like real 3D space.
  • The colored blocks puzzle rewards knowing the layout. 6:17
    • In the Palace of Darkness, hitting either switch lowers the orange blocks but raises the blue ones, so you loop around and come up from the south.
    • The Ice Palace repeats it at the end, with a much harder route back.
    • The Ice Palace is perhaps the hardest dungeon in the game.

7:08 Convention-breakers and verdict

Odd dungeons and varied designs make the game a strong start for the series.

  • Nintendo bent the dungeon formula early. 7:08
    • Skull Woods spans both underground and overground.
    • In Thieves' Town you lead a girl to a lit room, where she becomes the boss, Blind.
  • The 12 dungeons vary and ask you to understand their layout. 7:28
    • They are straightforward, twisting or non-linear, and they surprise you by breaking convention.
    • The verdict is a strong start for this series.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Breaks down how A Link to the Past varies dungeon linearity, from one hidden critical path to free key routing to pure gauntlets, and how that shapes pacing and the feeling of difficulty. The Eastern Palace and Palace of Darkness switch-block puzzle show how small layout choices make a dungeon feel bigger and smarter than it is.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript104 lines
0:01

Hi. My name's Mark and this is Boss Keys. So, I make a YouTube show called Game Maker's Toolkit and an episode I've wanted to make for a long time is a breakdown of the dungeon design in The Legend of Zelda games. I think these things are fascinating. They're these twisting, contorting, non-linear maze-like puzzles boxes filled with enemies and traps. They have terrific boss fights and unique architecture and the best ones are these gigantic mechanical riddles for you to solve.

0:35

But if I want to do this episode properly, I'm going to need to revisit every major Zelda game, and that's going to take hundreds of hours. Which is a lot of research for just one video. So I thought it might be fun to release a bunch of spin-off episodes as I go. One video on each Zelda game I play, with my thoughts and findings on the dungeon design in that game. If you want to follow along, that's cool. If you prefer the more thoroughly researched and bite sized episodes I usually make, just wait a few months and I'll do a proper episode of Game Maker's Toolkit featuring everything I've learnt on this subject.

1:11

I'm kicking off with The Legend of Zelda: A Link to the Past. It's the third Zelda game but it's where Nintendo really established the formula, and introduced iconic elements like the master sword, heart pieces, and the hook shot. Let's start by talking about linearity. Do the dungeons usher you from room to room, or let you explore their layouts in any way you desire? The answer is that some dungeons do the former, others do the latter, and some lie in the middle.

1:43

Those in the middle include the Eastern Palace: the first proper dungeon in the game. What you'll notice is that there is only one path you can take through the dungeon. You have to go up here past these boulders, then around in a big loop to get to this room, then across to this area to get the big key, then it's off to the item chest to get to the bow, and upstairs to fight the boss. But the dungeon feels less linear than that, for a number of reasons. One is the number of optional rooms - this one contains the dungeon map, which isn't essential. And this one just contains a bunch of rupees.

2:18

Those rooms - plus the ability to visit rooms that you'll come into later such as this area where a pair of blocks make a one-way path - give the dungeon a large explorable space. There are lots of rooms and doors to choose from. Also, keys force you off the critical path. You can't get through this door until you make a detour off into this room to find a key. Nintendo can modulate difficulty by moving the key further away from the door.

2:45

And finally, the path crisscrosses over the entire dungeon. The bridge is over the boulders you dodged earlier, the excursion to get the big key sends you in a huge loop around the dungeon, and the big key makes you backtrack to this room with the giant chest. All of this obscures the critical path, forcing you to explore to find it. So while the dungeon essentially guides you along one path, you get the sense that you're making your own route. Clever stuff.

3:14

Other dungeons are less prescribed in the way you solve them. The Palace of Darkness - the fifth dungeon - will see you holding more than one key in your pocket for the first time in the game. And you can use those keys on multiple locked doors. What this means is that you can proceed through the dungeon in a truly non-linear way. For this door, you could use this key, or this key. And then you could open this door or this door, and use this key, this key, or either of those first two keys.

3:42

There's still a predetermined set of rooms you have to visit but having some agency over your route gives you the real sense that you're making decisions, and you find yourself hitting fewer dead ends. What's surprising is the number of optional rooms in dungeons of this design. Take this main floor of Ganon's Keep: you don't need to go in any of these rooms to finish the dungeon. And in Misery Mire, there are five keys to find but you can actually solve the entire dungeon with just two if you know what you're doing.

4:12

Of course, you rarely know what you're doing so these unnecessary rooms must be there to make the dungeon feel bigger and tougher than it truly is, giving you so many keys and locks and rooms to explore that you feel like a champion puzzle solver when you finish. Turtle Rock is another dungeon that feels harder than it is. This room has a crazy spaghetti junction of pipes but in reality you only need to keep track of two of them to succeed.

4:39

Some dungeons are completely linear. Especially in your return to Hyrule Castle. You move from room to room, and all the locked doors are unlocked with keys found in the exact same room. But that fits the tone of the story. At this point, Zelda has been kidnapped (again) and you're charging up Hyrule castle's tower - slashing everything in your way. This is the time for a gauntlet of enemies as you chase after Zelda. Not pensive puzzle solving and getting lost.

5:05

This is the only dungeon like that but you'll find that some dungeons are halfway between two styles. Desert Palace, the second dungeon, starts relatively non-linear with this massive opening chamber that has a whopping seven doors to explore, and one more to unlock. But after that it turns into a straightforward path to the boss. This gives a sort of ramping tension. You rarely just stumble upon the boss door while exploring: you get there after a section where you have to move quickly from room to room, fighting baddies, and amping up the stakes before you go head-to-head with the final monster.

5:39

There's a nice moment in The Tower of Hera which reminds us that while Zelda wouldn't go 3D for seven more years, dungeons in A Link to the Past were already making us think about the space as a building with verticality. Because to get to the Moon Pearl, which is in this big chest on floor four, you have to drop down from the exact right spot on floor five. This puzzle won't bust your noggin, but it will get you to think about these dungeons as actual 3D spaces.

6:11

It's a shame that there aren't more dungeons that really make you think about how they're put together, in order to navigate them. But here's a nice set-up that does just that. In the Palace of Darkness you need the orange blocks to be lowered to get up this staircase. But if you drop them by hitting either this switch or this switch, it will also raise the blue blocks and stop you getting to the staircase. So you have to go in a loop around the dungeon and come up from the room to the south.

6:39

It's simple but it's an elegant piece of design that encourages you to understand the layout of the level and it promotes some forward thinking. A more complicated version of this puzzle comes in the long and winding Ice Palace. It's perhaps the hardest dungeon in the game and then when you finally get to the end you realise that you need to push this block down the hole and - this time - you need to lower the blue blocks but that will lift the orange ones and block you. And this time the route back around is a lot harder to find.

7:08

Another dungeon worth mentioning is Skull Woods, which takes place both underground and overground. It's interesting to see Nintendo toying with the dungeon formula so early in the game. Likewise, Thieve's Town has you leading this girl to a room bathed in light, where she'll transform into the dungeon's boss, Blind. So there we have it. 12 dungeons - some straightforward, some twisting, some non-linear. They ask you to understand the way the dungeon is put together, and they surprise you by breaking with convention.

7:40

Overall, it's a strong start for this series. And the question is - where to next? On to Link's Awakening, or do we jump to Ocarina of Time? Let me know your thought in the comments below. Thanks for watching. Boss Keys is made possible thanks to the fine folks at Patreon who are somehow happy to fund a several month long project to make a 10 minute video about Zelda games. What a bunch of cool weirdos.