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

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The bottom line

Link's Awakening builds each dungeon around keys and locks, with the dungeon's item acting as a key that opens a second phase. That makes it a high point of Zelda dungeon design, with motivated backtracking and non-linear dungeons.

Key takeaways

  • The big key now opens only the boss's door. 2:48
    • In A Link to the Past it opened the item chest and the second half of the palace, as in Misery Mire and Thieves' Town.
    • Here the item sits in a normal unlocked chest, which is how Zelda works from then on.
  • The dungeon's item opens a second phase, because it clears obstacles you could not pass before. 3:06
    • The obstacles are holes in Tail Cave, heavy pots in Bottle Grotto and deep water in Angler's Tunnel.
    • The Roc's Feather, power bracelet and flippers open all of them at once.
  • This turns each dungeon into a mini Metroidvania with a clear order of progress. 3:56
    • You find the item, then the nightmare key, then take on the boss.
    • The hookshot is needed twice in Swamp Palace, but in Catfish's Maw it gets two small keys, the nightmare key, the boss and optional items.
  • Small keys, the nightmare key, items, switches and the ball are all different kinds of key. 8:02
    • Small keys are many keys for many locks, the nightmare key is one for one, and an item is one key for many locks.
    • Eagle's Tower adds a metal ball that is a key for four pillars, and you must throw it, then walk around to pick it up.

Instead of opening up a second half of a dungeon, Link's Awakening opens up a second phase.

Mark Brown

Chapter summaries

0:00 A handheld Zelda that broke the mold

Link's Awakening added many series staples and smaller dungeon tweaks that cut frustration.

  • Many Zelda staples start here. 0:11
    • Flying on a chicken, the trading sequence and ocarina songs all begin here.
    • So do fishing, mini-bosses and jumping.
    • The team was nearly the same as A Link to the Past's, but a handheld freed it to experiment.
    • Director Takashi Tezuka said it was like we were making a parody of Zelda.
  • Small dungeon tweaks remove frustration. 1:14
    • The compass shows chest locations and chimes when you enter a room with a key.
    • Bird statues give hints, but only once you find the stone beak.
    • No more hunting for a lost key, so the compass becomes worth finding.
    • The stone beak is one more thing for designers to hide.

1:43 Why the big key changed

The dungeon item replaced the big key as opener
A Link to the PastLink's Awakening
Big key opensItem chest + second halfBoss door only
Dungeon item sits inLocked big chestNormal unlocked chest
Second phase opened byBig key doorDungeon item
Backtracking pullOne chest seen earlierMany blocked spots
Boss needs the itemOnly ArrghusAlmost every dungeon
Holes, heavy pots and deep water all give way the moment you get the Roc's Feather, power bracelet or flippers.

The thrill of returning to a locked chest moves to the item's power to reopen the whole dungeon.

  • The locked big chest made backtracking exciting in A Link to the Past. 1:50
    • You rush back to a chest you saw earlier, eager to see what's inside.
    • The return trip feels meaningful because you want to make it.
    • Mark Brown calls this a brilliant touch.
    • The chest is seen early, so you remember where to go back.
  • The key item brings that anticipation back across the whole dungeon. 3:41
    • Places you couldn't reach are suddenly open, and you want to see where they lead.
    • It is motivated backtracking again, but spread over many spots.
    • The excitement is a little lower than just before getting a new item.
    • The changed dungeon gives you more to think about and remember as you explore.

4:26 Items and keys shape the dungeon

Link's Awakening ties bosses to the dungeon item and gives small keys real choice, even bending its own rules in Key Cavern.

  • Almost every boss is beaten with the dungeon's item. 5:00
    • In A Link to the Past, only a few bosses were weak to the item hidden in their dungeon.
    • Here, almost every dungeon has a boss or mini-boss that falls to the key item.
    • Arrghus was the only boss in A Link to the Past that required the key item.
    • Backtracking with a new item was "few and far between" there.
  • Small keys give real choice about which doors to open. 5:21
    • The very first dungeon lets you carry three keys at once.
    • In the second dungeon you can pick between three doors from the start.
    • Until now, a dungeon always held as many keys as locked doors, or more.
    • That rule bends in Key Cavern.
  • Key Cavern fakes complexity with a room of four locked doors and one key. 5:53
    • Three doors lead to single rooms, two pointless and one optional.
    • You get your key back in each room.
    • Leaving those doors for last would strand you without keys.
    • So the dungeon holds nine keys for eight locks.

6:29 Eagle's Tower

Eagle's Tower uses its multiple floors and an awkward ball to make you navigate deliberately.

  • Eagle's Tower is the only multi-floor dungeon and makes good use of it. 6:52
    • You drop from one floor to another, like in the Tower of Hera.
    • Hitting the four pillars makes the fourth floor crash into the third.
    • You can't take the ball downstairs or jump while holding it.
    • You never need to visit the third floor, so you could miss the change.
  • One-way doors force deliberate choices. 7:36
    • Eagle's Tower and Turtle Rock both use many one-way doors and paths.
    • You can't wander freely, so you must understand the space.
    • Smaller touches: dungeon maps shaped like things, and a Face Shrine "eyes" puzzle.

7:56 Everything is a key

Every Link's Awakening mechanic is a key and a lock
Mixing these key types is what lets Nintendo build devious, non-linear dungeons.

Treating every mechanic as a key and lock gives Nintendo material for devious, non-linear dungeons.

  • Crystal switches are many keys for one giant lock. 8:07
    • The orbs raise or lower all the blocks in the dungeon.
    • The ball is a key for four locks, but it is heavy.
    • This variety lets Nintendo build non-linear dungeons.
    • Link's Awakening marks a high point in Zelda's dungeon design.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Link's Awakening moves the big key to the boss door and makes the dungeon item the thing that reopens the whole dungeon, turning each one into a small Metroidvania built from keys and locks. The example that makes it worth watching is Eagle's Tower, where a heavy metal ball becomes a key that you have to carry through the level.

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

Transcript115 lines
0:00

Hi. I'm Mark Brown, and welcome back to Boss Keys You know, despite the fact that Zelda: Link's Awakening is one of my most dearly beloved games of all time, I completely forgot just how much it brought to the Zelda franchise. Flying on a chicken? That was Link's Awakening. Trading sequence? Link's Awakening. Playing different songs on an ocarina? That was Link's Awakening. Fishing, mini-bosses, and jumping? It all goes back to this wonderful, and very green game.

0:30

Though, I'm going to be playing the Game Boy Color re-release Link's Awakening DX for this video. It's almost identical but I've put a link in the description to a complete rundown of the changes if you're interested. Link's Awakening was made by pretty much the same team as A Link to the Past, but as it was a handheld game the developers felt more free to experiment and try new things. In an interview, years later, director Takashi Tezuka said it "was like we were making a parody of Zelda".

0:59

Alongside the more bizarre choices, like cameos from Mario and Kirby, Link's Awakening also makes some fundamental and, I think, very beneficial changes to the Zelda formula - especially in the dungeons, which is what I'm looking at in this series. The compass, for example, now shows the location of treasure chests on your map and plays a chime when you enter a room containing a key. These features cut out the frustration of hunting down a lost key, and make the compass a much more valuable item to find.

1:30

These bird statues work like the Sahasrahla stones in A Link to the Past but now you must first find the stone beak to hear the hint. That's one more thing for the designers to hide. But the biggest change comes down to how the big key works. Lemme explain. In A Link to the Past, the big key is used to open the chest that contains the dungeon's item - which is a brilliant touch. It gives you a real sense of excitement as you rush back to that big chest you saw earlier, giddy with anticipation to find out what's inside.

2:04

That sometimes involves backtracking, sure, but it's meaningful and motivated backtracking. You're excited to return to the chest. But in Link's Awakening, the item is just in a normal chest, which doesn't need a key. This is basically how Zelda will work for the rest of the franchise. The chests containing key items will sometimes be bigger, but will remain unlocked. Also, that big key was used to open one door in A Link to the Past's dungeons, which would normally reveal the second half of the palace. So, in Misery Mire, the big key gives you access to this more linear, second basement area. And in Thieves' Town, the big key lets you leave this maze-like opening section to explore the rest of the dungeon.

2:48

In Link's Awakening, and - again - pretty much every game since, the big key - now called the nightmare key - specifically opens the door to the boss's lair. But, don't be fooled into thinking that this make's Link's Awakening's dungeons less interesting. Far from it! Because instead of opening up a second half of a dungeon, Link's Awakening opens up a second phase. And it does this using the dungeon's key item. In all of the dungeons except for Eagle's Tower- which we'll come to - the rooms are littered with obstacles that you can't bypass.

3:18

Like holes in the floor in Tail Cave, heavy pots in Bottle Grotto, and deep water in Angler's Tunnel. Then, when you get the key item - the Roc's Feather that lets you jump over those holes, the power bracelet that lets you lift those pots, or the flippers that let you swim in that deep water - the dungeon changes in an instant. All those places you couldn't access before are now open to you. And that rush of anticipation we saw with that big chest returns. You're excited to go back to those areas and see where they lead. Maybe not quite as excited as you were when you knew you were about to get a new item. But still. It's that motivated backtracking.

3:54

Though, with a difference. Because, the big key only opens one locked door, but an item like the fire rod or Pegasus boots lets you bypass lots of obstacles. That means the entire dungeon is recontextualised, like it's a mini Metroidvania. This gives you more to think about and remember as you explore. And it gives each dungeon a nice sense of progression. In every dungeon except Eagle's Tower - it's coming! - you first work to find the item. Which then gives you access to the nightmare key. Which then lets you take on the boss. That formula might be strained by Zelda game number ... 16? Or however many we're up to now. But it's good for Link's Awakening.

4:34

There are some instances in A Link to the Past where you need to backtrack with your newly equipped item to bypass an obstacle but they're few and far between. Take the hook shot in Swamp Palace: you need to use it precisely twice, in the same room, to finish the dungeon. That same item in Catfish's Maw in Link's Awakening is used to collect two small keys, get the nightmare key, reach the boss, and access a bunch of optional items.

5:00

This focus on items also extends to the bosses. Only a few of the bosses in A Link to the Past were weak to the item hidden in that dungeon, and Arrghus is the only boss that requires you to use the dungeon's key item. In Link's Awakening, almost every dungeon has a boss or mini-boss that is defeated with the key item. This Game Boy game once again lets you carry a handful of small keys, and you get to decide which doors to unlock - giving you some real choice in how you proceed through the dungeon.

5:31

But unlike A Link to the Past, this game does not mess around. Even in the very first dungeon you can carry three keys in your pocket at once, and in the second dungeon you can choose between three doors from the word go. Now, so far in my analysis I've found that when you're presented with multiple locked doors, you can always find the same number of keys - or more - elsewhere in the dungeon. But in the dungeon Key Cavern you will find yourself in a room with four locked doors, and only one key in your hand. Ultimately, three of the doors lead to single rooms - two of which are completely pointless and the other is optional. But it's a fun way of making the dungeon look more complex than it really is.

6:10

You'll get your key back in all three rooms but the clever clogs out there might realise that if you leave these doors to last you'll actually run out of keys. To stop this from happening, for those who feel the need to go in every single room, Key Cavern has nine keys for eight locks. Cheeky. Some stray thoughts before I get on to Eagle's Tower. These card suit enemies are cool but these horse head things are super annoying. It's cute how all the dungeon maps look like things, and it leads to a good puzzle involving the "eyes" of the Face Shrine.

6:42

I like this puzzle where you can only see this cracked, bombable wall by standing up on this high platform. And the bonus Color Dungeon is nothing to write home about. Okay so Eagle's Tower is really good. It's the only Link's Awakening dungeon on multiple floors but it makes really good use of this fact. It has a bit where you drop down from one floor to the other like in the Tower of Hera. And, oh yeah, the fourth floor falls down and crashes into the third.

7:09

To do this you must pick up this giant metal ball and throw it at these four pillars. Which is easier said than done because you can't take the ball downstairs or jump while holding it. It's a different type of key: one that makes you think about how to move it. So to get it around the dungeon you have to throw it, then go around and get it. It forces you to be smart about where you take the ball, and to figure out how you'll get both the ball and Link to the same space. This dungeon, and Turtle Rock which follows afterwards, also uses a lot of one-way doors and paths so you can't just wander around the dungeon freely. You need to understand the space and make deliberate choices in your navigation.

7:46

My only disappointment with Eagle's Tower is that you never need to visit the third floor so you could quite easily miss out on the fact that one part of the dungeon gets radically changed because of your actions. So, as we can see, a dungeon in Link's Awakening is all about keys and locks. Small keys are many keys, for many locks. The nightmare key is one key for one lock. And then the item is one key for many locks. You can even add in the crystal switches - those orbs that raise or lower all the blocks in the dungeon - which are like many keys for one, giant lock. And then you have the ball which is a key for four locks but it's heavy and, well, you get the idea.

8:23

This gives Nintendo a lot to work with to create some truly devious and non-linear dungeons for us to play. I think Link's Awakening marks a high point in Zelda's dungeon design and, well, we'll have to wait and see where it goes next... Thanks for watching. Next time on Boss Keys we're going 3D, we're going back and forth through time, and we're entering... the Water Temple. You can subscribe to the channel so you don't miss an episode and you can support the show's production at Patreon.