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
| A Link to the Past | Link's Awakening | |
|---|---|---|
| Big key opens | Item chest + second half | Boss door only |
| Dungeon item sits in | Locked big chest | Normal unlocked chest |
| Second phase opened by | Big key door | Dungeon item |
| Backtracking pull | One chest seen earlier | Many blocked spots |
| Boss needs the item | Only Arrghus | Almost every dungeon |
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
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.
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