The bottom line
Ocarina of Time's 3D dungeons look distinct and feel connected, but most of them force a single linear route through locked doors. Only the Water Temple, with its three-way water puzzle, brings back the non-linear design a Zelda dungeon should have.
Key takeaways
- 3D lets each dungeon use height and a look of its own. 0:45
- Rooms can be tall without floors, like the Water Temple's central room and the Deku Tree's trunk. Forest Temple rooms spin so you can walk on the walls.
- Lava pits, a giant statue, a river boat and a gooey belly mean no two dungeons feel alike.
- Big central rooms make a dungeon feel connected. 5:23
- Dodongo's Cavern, the Forest Temple, the Water Temple and Ganon's Keep have them, and the Fire Temple and Jabu Jabu's Belly partly do. Returning to the room helps you track what you have explored.
- Chained locked doors force most dungeons down one route. 2:29
- In the Forest Temple you can find three keys in any order, yet only one door opens at a time.
- In the Shadow Temple each key fits one specific door. The Fire Temple only lets you pick which of two keys to find first.
- The Water Temple escapes this by turning the whole dungeon into one puzzle. 7:54
- You can set the water to any of three floors. A bombable wall on 2F needs you to lower the water, raise it to 2F, then swim up from 1F.
- Keys are hidden in areas that are closed off at different water levels, so you must plan instead of brute-forcing.
The Water Temple is, in my eyes, a welcome return to form. A reminder of what a Zelda dungeon can, and should be like.
Mark, Game Maker's Toolkit
Chapter summaries
0:00 Ocarina of Time brings Zelda into 3D
The jump to 3D changes the dungeon layouts, while the basic parts stay the same.
- The move to 3D reshapes the nine dungeons, but not the basics. 0:32
- It arrived on Nintendo 64 in 1998, five years after Link's Awakening.
- Full camera control means enemies, bosses and puzzle elements must be aimed at.
- Items, keys, locked doors, mini bosses, maps and monsters all carry over.
- The compass still shows treasure chests, but Link's Awakening's helpful tone is gone.
- Navi replaces the hint stones, and the new layouts are not always better.
1:45 Keys cut each dungeon into chunks
Ocarina never lets you choose where to spend a small key, so its dungeons run in a line.
- Keys appear late and never give a real choice. 1:55
- The Deku Tree, Dodongo's Cavern and Jabu Jabu's Belly have no keys.
- Keys arrive in the Forest Temple, the first dungeon as adult Link.
- Link's Awakening let you pick which door a key opened. Ocarina's locked doors each sit behind another.
- The Spirit Temple is very like the Shadow Temple, and the Fire Temple repeats its two-keys-for-two-locks pattern throughout.
- Only the Forest Temple and the Water Temple have real non-linearity with keys.
3:35 Items reward backtracking, sometimes
| Item comes too early | Used only further in | Used to backtrack | |
|---|---|---|---|
| Dungeons | Deku Tree, Shadow Temple | Dodongo's Cavern, Spirit Temple | Jabu Jabu, Forest, Water, Fire |
| Items | Slingshot, hover boots | Bombs, mirror shield | Boomerang, bow, longshot, hammer |
| Earlier obstacles revisited | None | None | Yes, bypassed with item |
Four dungeons make you return with a new item, which keeps them from feeling like a chain of rooms.
- Key items let you bypass earlier obstacles in four dungeons. 4:07
- Jabu Jabu's Belly, the Forest, Water and Fire Temples use the boomerang, bow, longshot and hammer this way.
- In the Deku Tree and Shadow Temple the item comes too early to backtrack.
- Dodongo's Cavern and the Spirit Temple use their items only in rooms past where you get them.
- It rewards players who noticed obstacles while searching for the item.
- Other backtracking areas hold only optional rupees or golden skulltulas.
- Mark likes that the boss fight uses the dungeon's item. 4:39
- He sees the boss as a final test that caps off the dungeon.
- Commenters have debated this, and he will recheck his view after about nine more games.
5:24 Small touches around the dungeons
Ocarina's dungeons gain life from companions and well-tuned enemies, while its time travel barely matters inside them.
- Companions and the time gimmick are used lightly. 5:59
- Carrying Princess Ruto in Jabu Jabu's Belly works like the ball in Link's Awakening, since you must understand the space to move her.
- Time travel shapes the dungeons once, in the Spirit Temple.
- The Spirit Temple is solved half as young Link and half as adult Link.
- The rescued Gorons in the Fire Temple are cheeky friendly faces inside a hostile place.
- Enemy encounters and map placement tune each dungeon's difficulty. 6:36
- Iron Knuckle battles are tense, and Lizalfos fights above lava are scrappy.
- Dodongo's Cavern ramps up from baby critters to big ones to the Dodongo boss.
- The closer the map and compass are to the entrance, the easier the dungeon is to solve.
7:05 The Water Temple
The Water Temple's menu chore is a real flaw, but its water puzzle makes it one of the best dungeons and a return to form.
- The menu chore hurts exploration but does not ruin the dungeon. 7:08
- You must open the menu every time you want to sink or float, which discourages exploration.
- The 3DS remake changed this.
- The temple is huge and maze-like, yet it works as one puzzle.
- Other dungeons only flip one-way switches. 7:40
- Jabu Jabu's tentacles come off when you kill certain things, and a pillar drops in the Fire Temple.
- Eagle's Tower in Link's Awakening has the same one-time switch.
- The Water Temple asks for a conscious choice each time.
- The temple is kinder than it looks. 8:53
- You can find the map and compass straight away, and the temple is sectioned off as you progress.
- You are trapped in one area until a key, then restricted to the 2F areas until another key opens all three water switches.
- The longshot then unlocks the whole dungeon.
- One key is cheekily hidden below a platform, which earned the temple its reputation. The 3DS remake highlights the path to the switches.
- Most other dungeons are linear, which is a letdown after Link's Awakening. 9:52
- The temples are legendary, memorable and visually impressive.
- They show what 3D can do for dungeons that are thematically interesting.
- Mark hopes later 3D games take the design further.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Shows how Ocarina of Time's dungeons keep Zelda's building blocks (keys, items, maps) but become mostly linear because every locked door sits behind another. The Water Temple, a three-way water level switch that turns the whole dungeon into one puzzle, is the example that shows what the others lack.
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