The bottom line
The Oracle games make 16 varied dungeons by twisting one simple formula: find the item, backtrack, get the boss key, beat the boss. A graph of keys and locks shows those twists and lets any Zelda dungeons be compared.
Key takeaways
- Almost every dungeon follows one formula. 2:12
- In Gnarled Root, locked doors send you off to find small keys before you reach the key item, the Ember Seeds.
- The Ember Seeds light lanterns that open the earlier obstacles. That backtracking leads to the boss key and boss door.
- A graph of keys, locks and backtracking makes a dungeon's structure easy to read and compare. 3:27
- The Dancing Dragon Dungeon lets you find several keys at once, which adds non-linearity.
- In Unicorn's Cave you can explore a large area before unlocking a single door, so it feels like a maze.
- Small changes to the layout and puzzles give each dungeon its own feel. 6:42
- Mermaid's Cave is the only dungeon that uses either game's gimmick. What you do in the past changes the present.
- The roundabout device appears in five dungeons across the two games.
- The same graphs work for every Zelda game. 4:11
- Ocarina of Time's Shadow Temple has one bit of backtracking, no choice of keys or locks, and little explorable space.
- In Link to the Past you get the big key before the key item. Majora's Mask uses many more unique locks and keys.
- The graphs miss some things, and the 2D view can make a dungeon harder than it needs to be. 6:06
- In Jabu-Jabu's Belly it is hard to picture how the dungeon changes as the water level moves. The 3D Water Temple shows this more clearly.
- The graphs leave out enemy difficulty, mini bosses, single-room puzzles and optional items like rings and seeds.
They build on the designs of the last 2D game, Link's Awakening, and find lots of different ways to complicate that simple set-up of find the item, backtrack, find the boss key, kill the boss.
Mark, Game Maker's Toolkit
Chapter summaries
0:00 Two games that play differently
Oracle of Seasons and Oracle of Ages share a release day but are built around different ideas.
- Seasons is about action and Ages is about puzzles. 0:32
- Seasons is set in Holodrum, where a magic rod switches the season.
- Ages is set in Labrynna, where Link jumps between present and past.
- They launched on the same day in blue and red boxes, but unlike Pokemon they are not the same game twice.
- A password at the end of one game continues the story in the other, in either order.
- Capcom, the Mega Man developer, made them with Nintendo, so they are the first Zelda games not built in-house.
1:31 A graph to read any dungeon
A shared graph replaces vague counts of keys and backtracking with a clear picture of a dungeon's layout.
- Counting keys and backtracking is too rough to compare dungeons. 1:34
- Both questions are useful but imperfect.
- One drawing for all 16 dungeons lets them be compared directly.
- The graph can be laid over the dungeon map to show how things are spaced out. 2:34
- The first dungeon is the worked example.
- Small layout changes alter a dungeon's structure. 2:59
- The first and last dungeon maps show how the challenge ramps up.
- In the Wing Dungeon, one door leads to the boss key and the other to the boss door.
- You still need the key first, but the choice makes it feel less predetermined.
- The graph also shows how many places you can return to after getting the key item.
4:11 The same graphs fit other Zelda games
| Oracle / Link's Awakening | Link to the Past | Majora's Mask | |
|---|---|---|---|
| Big key opens | Boss door | Key item chest | Boss door |
| Order | Item, then boss key | Big key, then item | Item, then boss key |
| Twist | Varied layouts | Extra keys, optional rooms | Unique locks (valves) |
| Example | Gnarled Root | Palace of Darkness | Great Bay Temple |
Graphs of other games' dungeons show where they follow the formula and where they break from it.
- Link to the Past bends the formula. 4:35
- Link's Awakening has layouts very like the Oracle games.
- The Palace of Darkness has more keys than locks.
- One locked door there leads to an entirely optional room.
- In the Tower of Hera, the moon pearl is not needed for any puzzle.
- Majora's Mask makes the simple formula complex with unique locks. 5:05
- Great Bay Temple has one small key but is far more complex.
- Red valves unlock the water wheel and change the water flow.
- Green valves pump water through the green pipes to reach the boss area.
5:23 Water and whole-dungeon puzzles
Dungeons that reshape themselves reward planning, but they need clear spaces to stay readable.
- Changing the water level makes you act on a plan. 5:46
- You spot a chest, decide to lower the water, do it, and come back for the key.
- It exercises puzzle solving, spatial reasoning and navigation.
- Jabu-Jabu's Belly has a very complex graph.
- The speaker thinks the 3D Water Temple is easier, because floating platforms are clearly visible there.
- Without a central room, dungeon-wide changes are harder to follow. 6:29
- Ocarina of Time and Majora's Mask use a central room to orient the player. The Oracle games don't.
- The Moonlit Grotto has you drop one section to the lower floor.
- In Mermaid's Cave, blowing up crumbling walls in the past changes the present.
- The mermaid suit and boss key sit in the present but are needed in the past, when the cave was half underwater.
7:22 Spatial puzzle devices
Small recurring mechanisms test spatial reasoning in different ways.
- Roundabouts, crystal switches and ice blocks each twist how you move through a room. 7:22
- Hitting a crystal orb swaps which blocks are raised, so you must switch states many times.
- Carrying ice limits Link's abilities, in the Sword and Shield Dungeon.
- The roundabout turns 90 degrees, then toggles direction, so stepping back on returns you to the start.
- To go elsewhere, turn it, walk around to the first entrance, and spin it again.
- With ice, you must reach the holes without going underground.
8:17 What the graphs leave out
Adding every detail makes a graph unreadable, so stripping it back keeps the structure clear.
- Full detail buries the structure. 8:39
- The Stone Tower Temple graph with mini bosses, items and stray fairies is overwhelming. Stripped back, it is much better.
- Also missing are the compass and map.
- Next up: A Link Between Worlds, where key items are found outside the dungeon, then Wind Waker and Twilight Princess.
9:04 Items, themes and verdict
Strong items and themes, and 16 distinct dungeons, make the Oracle games a success.
- The items and themes are a highlight. 9:07
- The Roc's Cape gives a double jump, and the switch hook reworks the hook shot.
- The Ancient Ruins stand out, with statues that wake when you steal the treasure.
- The magnetic glove is the best item. It pulls and repels you from metal beams and lifts giant metal balls.
- That dungeon also has closing walls, collapsing floors and a room that locks until you kill every monster.
- Making 16 different dungeons is impressive. 10:08
- Every dungeon has its own structure and wrinkles.
- Puzzles are mostly about pushing blocks and stepping on tiles. Individual puzzles get a future episode.
- Next comes a return to 3D with The Wind Waker.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Introduces a graph notation for comparing dungeon structure (key item, small keys, locks, backtracking, boss key) and uses it to compare the 16 Oracle dungeons with other Zelda games. The worked comparisons, from Gnarled Root to the Water Temple and Jabu Jabu's Belly to Mermaid's Cave, show how small changes to one simple formula create very different dungeons.
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