The bottom line
Phantom Hourglass and Spirit Tracks give players a full dungeon map from the start, so their dungeons play like easy walks from point to point. A map should hint, not solve, so help works best when the player chooses it.
Key takeaways
- Both games hand over a complete, detailed map of the floor as soon as you enter a dungeon. 1:13
- Newly opened doors and revealed chests are highlighted for you, and you can scribble notes on anything missing.
- Other Zelda games make you find the map in a chest, switch screens to read it, and give only a general layout.
- That map replaces the mental map players normally build themselves. 1:58
- Got the key? Walk to the locked door you marked. Hit a switch? Cross the bridge on your map.
- Solving a dungeon becomes almost automatic, one step up from full-on waypoints.
- As a result, most of the 12 regular dungeons are easy, follow-the-path designs. 7:21
- They offer only a little backtracking and a little non-linearity, and the map spoils even that.
- The Sand Temple is a rare exception. You grab the sand wand deep inside, then return to the first floor, and the trip back is fun because the wand beats what blocked you before.
- Help works best when the player chooses to take it. 3:41
- Statues reveal every chest on the floor for a few rupees, so stuck players get a hand and others keep their rupees.
- Hollow Knight shows the same idea. Its first map is incomplete and doesn't show your position, so it works as a hint, not a solution.
- Note-taking earns its place only where the game builds puzzles around it. 4:17
- In the Sand Temple you draw a line between two switches and dig up the key at the midpoint.
- The Temple of the Ocean King is visited six times with repeated rooms, and good notes make each return faster. Its stealth sections and time limit make it a chore, and Spirit Tracks overcorrects by dropping the repeats.
You get this rather eery sensation of collaborating with a past version of yourself, and the better your notes, the faster you'll go.
Mark Brown
Chapter summaries
0:00 A map that hides nothing
The DS touchscreen map suits the overworld, but in dungeons it gives away too much.
- Notes on the map make sense in the overworld. 0:43
- You jot down treasure you can't reach yet and return once you have the item.
- Overworlds are huge and span many play sessions.
- The DS is used fully: stylus dragging moves Link, and blowing into the microphone plays instruments.
- The second screen shows the map, which you can pull onto the touchscreen to write on.
- Designers should choose how much information to show. 1:30
- Stealth games ask whether to tell you that you're hidden. Others ask whether to show enemy health bars or attack directions.
- Keeping the player in the dark is sometimes more enjoyable.
- Hollow Knight's later compass and auto-filling map lost some of the charm.
- Other Zelda games give the compass free, which shows every chest and can be too much.
3:41 Hints and notes done well
Optional hints and notes that feed puzzles keep the map from solving everything.
- More optional hints would allow harder dungeons. 4:03
- Players who dislike spatial reasoning could skip the trickiest parts.
- Nintendo could then build the complex, difficult dungeons the series needs.
- Ignoring the statues feels good.
- Notes work best when they act as the key to a puzzle. 4:17
- A panel shows a switch sequence. You record it, then find where to use it.
- It is like a key for a lock, but you must solve a puzzle to understand the key.
- Items from other dungeons open new Ocean King shortcuts.
- Mark Brown enjoyed the Sand Temple's midpoint puzzle.
5:34 The Ocean King and the Tower of Spirits
| Temple of the Ocean King | Tower of Spirits | |
|---|---|---|
| Repeated rooms | Same rooms every visit | None |
| Time limit | Yes | None |
| Phantoms | Invincible | Attackable, Zelda possesses them |
| Map notes | Key to speeding up | Not central |
| Across the game | Six return visits | Six separate chunks |
| Extra annoyances | Stealth, invisible foes, slow walking | Mostly removed |
Map notes belong in the one dungeon built around them, and that dungeon needs fewer annoyances.
- The Ocean King dungeon piles annoying design onto a good idea. 5:44
- Invincible and invisible enemies, two kinds of stealth, slow walking and a time limit.
- Unlocking tools speeds up each return, which gives a feeling of growing efficiency.
- The dungeon was truly innovative for Zelda, but it becomes a chore that runs right down the spine of the game.
- Spirit Tracks fixes the flaws by letting Zelda possess phantoms. 6:15
- You can now attack the phantoms, and there is no time limit.
- The Tower of Spirits is revisited throughout the adventure, but it ends up as six separate chunks.
- Note-taking on the map should be limited to the Ocean King. 6:54
- Other dungeons would give a blank sheet for notes, clues and musical notations.
- That keeps the joy of writing on a map without making every dungeon a cakewalk.
7:21 The other twelve dungeons
The puzzles are cute and the partner sections suit the map, but the layouts stay easy.
- Room puzzles are charming but mostly easy. 7:52
- Only a few stumped Brown, and only when he didn't know an action existed.
- He didn't know you can pick up the arrow shooters.
- The dungeons have an open-plan design with no discrete rooms.
- Puzzles with a partner character are the most interesting. 8:18
- The detailed maps make sense here, because the two characters can be on opposite sides of the dungeon.
- Link works with the Goron in Phantom Hourglass and with Zelda in Spirit Tracks.
- Brown asked for this in the Wind Waker episode, where Makar or Medli always had to be in the same room.
- The Sand Temple's return trip doubles as a tutorial. 8:41
- It is one of the only dungeons that doesn't loop you back to your exact destination.
- On the way in you pass unkillable enemies, rolling spikes and unreachable chests.
- The wand teaches its abilities by dealing with each of them.
9:32 Stray thoughts
Theming is dull, but the bosses and the boss key are fun.
- Dungeon themes are unambitious and share one piece of music. 9:32
- The ghost ship and the pyramid stand out among the forest, snow, water, fire and ice temples.
- Bosses gain scale from the two screens. 10:01
- Some towering monsters are fought across both displays, which is a spectacle on a handheld.
- The boss key becomes a heavy object Link carries. 10:18
- You race it in a mine cart or avoid floormasters trying to snatch it back.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Shows how much information a game hands the player decides whether a dungeon is a spatial puzzle or an automated walk between waypoints. The Temple of the Ocean King, where you write notes on the map to speed up repeat visits, is the example that makes it worth watching.
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