CaddieOpen in CaddieDownload for Mac

The Legend of Zelda: Majora's Mask's dungeon design | Boss Keys

Shared by Caddie Library · Updated
Game Maker's Toolkit9:17Open on YouTube
Chapters show their main points

The bottom line

Majora's Mask makes its dungeons hard by asking players to understand 3D spaces and then change them. Complexity comes from architecture, not key choice, which makes these four dungeons a high point of the series.

Key takeaways

  • Each dungeon is a 3D space the player must first understand and then manipulate. 1:40
    • In Great Bay Temple, valves send water up red pipes to reverse the water wheel, so Link can enter passages that were closed against the current.
    • In Stone Tower Temple, a light arrow flips the whole dungeon upside down, so old ceilings become floors.
  • The difficulty comes from reading the layout, not from piles of keys or steps. 3:42
    • The whole game has only nine keys, the same as one dungeon in Link's Awakening.
    • The water direction and the Stone Tower flip each need to change only once, so players who think about the layout get through, and those who stumble room to room swim in circles.
  • Most dungeons are linear, yet they stay complex. 7:54
    • Players get no choice in the order of keys or actions, unlike the freedom that made the Ocarina of Time Water Temple's critical path so tangled.
    • The complexity comes from linking the red valves to the water wheel, remembering a switch before the flip, or raising the Woodfall platform to reach a door.
  • The three-day timer and the stray fairies make the dungeons more frustrating than they need to be. 4:01
    • Finishing a complex dungeon in about an hour is rough, even though the inverted song of time stretches it to about three hours.
    • Fifteen fairies hide in each dungeon, and many switches and chests that look important only give one. In Stone Tower, a chest phases in when you press a button, with no clue that the two are linked.

Majora's Mask asks you to see these dungeons are interlinking 3D spaces, and they won't reveal their secrets until you can show that you get how the dungeons work.

Mark Brown

Chapter summaries

0:00 A one-year project that still took big risks

Majora's Mask was built on a tight deadline, yet it is far more daring than a quick sequel needs to be.

  • Nintendo gave the team one year and reused Ocarina of Time's engine and models. 0:12
    • The team still shipped a game that is "crazy ambitious" for such a fast turnaround.
    • It is also dark and creepy, unlike the heroic Ocarina of Time.
    • Ocarina of Time took four years to make.
    • A Groundhog Day-style side quest asks you to help every Clock Town citizen by being in the right place at the right time.
    • Link's three forms drive the dungeons: Deku Link flies from flower pods in Woodfall, Goron Link rolls over ramps in Snowhead, and Zora Link swims in Great Bay.

1:40 Dungeons built as spaces to understand, then change

Valves reverse the wheel, and the current opens new paths
You only need to flip the current once, but only players who grasp this chain know when.

Each dungeon hands you a big 3D space and expects you to work out how to alter it.

  • Every dungeon has its own way of changing the space you walk through. 1:48
    • In Great Bay, a water wheel turns a huge gear that swirls the central room's water, and Link can only use passages that follow the current.
    • In Snowhead Peak, a giant central pillar blocks some rooms until Goron Link punches it down from various platforms.
    • In Stone Tower, you must remember a chest sits on the ceiling when the temple is the right way up.
    • When the temple is upside down, you then have to find your way back to that room to open the chest and get the key.
    • Stone Tower Temple is called one of the most bonkers dungeons in Zelda history.
    • The backtracking items are all arrows: regular in Woodfall, fire in Snowhead, ice in Great Bay and light in Stone Tower.

3:42 Where the difficulty sits, and what frustrates

Understanding the layout is rewarded, but the stray fairies muddy the puzzles.

  • Players who guess room by room get nowhere. 3:43
    • The challenge is a huge space you must understand.
    • Blind wanderers can end up swimming in circles for half an hour.
    • The stray fairies feel like red herrings to Brown, since many switches and chests lead to one instead of a new path or a small key.
  • The fairy rewards are good, but they cost attention. 4:15
    • Collecting all 15 in a dungeon can be traded for goodies.
    • The prizes include an extended Magic Meter, enhanced defense and the Great Fairy's Sword.

4:39 Puzzles, mini bosses and bosses

Beyond the layout tricks, the dungeons use the third dimension for memorable puzzles and bosses that don't depend on the dungeon item.

  • A Stone Tower platform exists only to show a locked door. 4:43
    • You must work out where that door sits from the other side, using the map or spatial reasoning.
    • It is another case of the game asking you to understand the layout.
    • The tricky sub-areas, like Pirate Fortress and Ikana Castle, give Link the rest of his gear.
    • These feel like dungeons but are left out of the analysis.
  • Single-room puzzles show off the third dimension best. 5:39
    • One Stone Tower room has you flip the room up and down several times to slide a block.
    • That puzzle would be impossible in 2D.
    • Majora's Mask uses 3D even more than Ocarina of Time.
    • The Wizzrobe mini boss returns too often and never changes tactics.
  • The bosses break the rule of dying to the dungeon's item. 6:10
    • Odolwa falls to many items, and Zora Link defeats Gyorg.
    • Twinmold can be fought with the Giant's Mask or a plain bow.
    • Most dungeons have two mini bosses, and Stone Tower has three.
    • Goht is one of the most enjoyable boss battles in any Zelda game.

6:34 Is linearity a problem?

Linear dungeons can still be complex through architecture
OoT Shadow TempleOoT Water TempleMajora's Mask
Key orderFixedCan be out of orderFixed
Critical pathStraightTangledLinear
Complexity fromLittleFreedom to roamReading the 3D layout
ResultSimpleComplexComplex
Water Temple gets its depth from freedom, while Majora's Mask gets it from space you must understand and change.

Player choice has real value in Zelda, but a fixed order doesn't doom a dungeon to being simple.

  • Choice matters because Zelda was built on non-linearity. 6:49
    • The first game let you pick the order of dungeons.
    • Later games fixed that order but let you explore each dungeon at your own pace.
    • Free exploring made you feel like an adventurer unlocking a temple's mystery.
    • Ocarina often forces key order and never lets you choose where to spend a small key.
  • Fixed order produces thin paths, but only when nothing else adds depth. 7:23
    • Ocarina's Shadow Temple has a simple, straight critical path.
    • The Water Temple's path is tangled, partly because keys can be found out of order.
    • The fixed-order style turns you into a player moving point to point through a predesigned level.
    • Commenters rightly noted that out-of-order play is not the only route to interesting dungeons.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Majora's Mask dungeons get their complexity from asking the player to understand and then manipulate a 3D space, not from key order or branching paths. The Stone Tower Temple, which flips upside down, is the example that shows how far that idea can go, along with where the game's stray fairies and timer undermine it.

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

Transcript121 lines
0:01

Hi, this is Boss Keys. I'm Mark Brown. The dungeons in Majora's Mask are different, and really quite good. Shame there's only four of them... Okay, to be fair, the game was made under a super strict deadline. Nintendo gave the Zelda team just one year to make a new game, saying that it could save time by using the same engine, and loads of 3D models from Ocarina of Time. Which took four years to make. And not only the did the studio finish in the time limit, but Majora's Mask is crazy ambitious for a project with such a quick turnaround.

0:35

The game's got this bonkers system where you need to keep going back in time to finish your quest before the moon crashes into Termina. Which also plays into this mad Groundhog Day-style side quest where you try to help all the citizens of Clock Town by being in the right place at the right time. It's also got an incredibly dark and depressing tone that sticks out from the rest of Zelda canon - especially just after the heroic and fantastical Ocarina of Time. It would have been easy to play it safe and go for classic Zelda, but this game is creepy, and unique.

1:08

And it also sees Link transform into three different forms, which are featured heavily in the game's dungeons. Woodfall Temple is all about Deku Link who can fire himself out of flower pods and fly through the air. Snowhead Peak centres around Goron Link who can roll into a ball and rocket over ramps. And in Great Bay Temple, we'll see Zora Link's swimming powers put to the test. And Stone Tower Temple features all three.

1:36

There's more to these dungeons, though, as they all seem to feature an overarching trend that sees the dungeons as intricately designed 3D spaces that must be first understood, and then manipulated to successfully traverse them. Like, take the Great Bay Temple. Here, a water wheel turns a huge gear, which makes the water of the dungeon's central room swirl around in a certain direction. Link can only travel through passages that conform to the current.

2:04

You need to realise that you need to turn on various valves to bring water up these red pipes, so you can make the water wheel turn in the opposite direction, reversing the flow of the water, and letting you enter areas you could not before. In Snowhead Peak, a giant central pillar stops you from accessing certain rooms. You need to transform into Goron Link and punch the pillar from various platforms to lower it and give you passage to those rooms.

2:32

And in the Stone Tower Temple, which is one of the most bonkers dungeons in Zelda history, you can fire a light arrow into the symbol out front to flip the dungeon upside down, letting you walk on what were previously ceilings. So you need to remember, for example, that this chest is on the ceiling when the dungeon is the right way up. Now you now need to figure out how to get back to that room when the temple is upside down so you can open the chest and get the key.

3:03

If you know what you're doing, the dungeons aren't actually that tough. You only need to change the water direction in the Great Bay Temple once, and you only need to flip Stone Tower Temple upside down once, to finish these dungeons. And in terms of keys, there are only nine in the entirety of Majora's Mask: the same number as a single dungeon in Link's Awakening. You do do a lot of backtracking with the dungeon's items, though weirdly, they're all arrows.

3:29

You'll go back and shoot stuff with arrows in Woodfall, melt stuff with fire arrows in Snowhead Peak, freeze stuff with ice arrows in Great Bay, and, er, light stuff with light arrows in Stone Tower. The difficulty, then, largely comes from giving the player a huge space to explore and asking them to understand how the dungeon works. Only those who think about the layout are rewarded. Those who try to blindly stumble from room to room will get nowhere. And end up swimming around in circles for half an hour.

4:01

Two things exasperate this, though. One, is the three day timer: trying to finish a complex dungeon in about an hour is rough. Especially if you never learned the inverted song of time which slows it down to about three hours. Then, there are the stray fairies. Each dungeon hides 15 fairies and if you find the lot, you can trade them in for goodies. Really helpful stuff like an extended Magic Meter, Enhanced Defense, and the Great Fairy's Sword.

4:28

The problem is that, for me, these fairies almost felt like red herrings. The dungeons are filled with switches and chests and other puzzle elements that could lead you to a new path or a critical item like a small key: but often just give you a stray fairy. So this platform in Stone Tower serves no purpose other than to show you this inaccessible locked door. You need to figure out, either using your map or your spatial reasoning, where that door is from the other side.

4:56

That's cool. It's another example of Majora's Mask asking you to understand the layout of the dungeon. It's getting to that door that's a pain. The answer is to push this switch to make a chest with a stray fairy appear, and then grapple hook to the chest. But you have no way of predicting that a chest will magically phase in when you press the button, so it's just a case of exploring everywhere and pressing every button you see. I feel that connection between the button and the chest could have been a bit more clear.

5:22

While Majora's Mask only has four dungeons, it also has a bunch of tricky areas that feel a bit like dungeons, and this is where you get the rest of Link's gear. There's the Pirate Fortress and Ikana Castle to name a couple. I'm not including these sub areas in my analysis but, hey, they exist. The game has some good single-room puzzles, but this one in Stone Tower Temple where you flip the room up and down multiple times to slide a block is particularly memorable: especially because it would be impossible to do in 2D. Even more so than Ocarina of Time, Majora's Mask makes tremendous use of the third dimension.

5:58

The game has loads of mini bosses. Most dungeons have two, and Stone Tower has three. Some are pretty fun, but this Wizzrobe jerk shows up way too many times and never really changes up his tactics. As for the actual bosses: they do break the trend of killing the boss with the item found in the dungeon. Odolwa is vulnerable to lots of items, Gyorg is defeated by Zora Link, and Twinmold can be fought using either the Giant's Mask or just a regular bow. Oh, and not to forget Goht, which is just one of the most enjoyable boss battles in any Zelda game.

6:34

Okay, before I go, I want to talk about linearity. In the last video, I talked a fair bit about how Ocarina of Time was more linear than Link's Awakening, because Ocarina often makes you collect keys in a specific order and you never get to choose where to spend a small key. And I'd argue that there is value in giving the player choices. Mostly because Zelda, as a franchise, was built on non-linearity. Zelda started out as a game about exploration and freedom, and you were given a lot of choice in the order you tackled the dungeons in the first game.

7:04

But while later games forced you to visit dungeons in a specific order, the actual dungeons themselves could, for a while, be explored at your own pace. You got to feel like an actual adventurer, slowly unlocking the mystery of a temple, rather than a video game player moving from point to point in a predesigned level. That latter approach inevitably leads to stuff like the Shadow Temple in Ocarina of Time which is like, just look at the critical path. It's like Do be do be do be done.

7:35

Now look at the critical path of the Water Temple which is do be do be do - I don't know! It's complicated! And part of that is being given the freedom to go look for keys out of order, and not locking you in a small area until you've got the next key. But, you're right, YouTube commenters: being able to do things out of order is not the only way to make dungeons interesting. And Majora's Mask definitely proves that. Most of the dungeons in this game are quote unquote "linear". You don't get any choice in the order you pick up keys or the order you do certain actions.

8:07

Instead, this game finds complexity by asking the player to figure out the dungeon's architecture. To understand the relationship between the red valves and the water wheel in the Great Bay Temple, to remember where a switch is in Stone Tower Temple, and then come back to it after you have flipped the dungeon, and to realise that you need to make the platform rise in Woodfall Temple to get access to this door. Majora's Mask asks you to see these dungeons are interlinking 3D spaces, and they won't reveal their secrets until you can show that you get how the dungeons work. To me, that makes them pretty fascinating and, ultimately, one of the high points for the series so far.

8:43

But we've still got a long ways to go. Next time: it's two for the price of one as we dive deep into Oracle of Seasons and Oracle of Ages. As a reminder, Boss Keys is basically a video version of my research notes as I play through every Zelda game and dungeon in anticipation of an episode of Game Maker's Toolkit on the franchise's level design. So, thoughts and opinions are subject to change as I continue on, which is the entire point of research. If you'd like to help support me in this mad endeavour, please consider checking out my Patreon page. Cheers!