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The Legend of Zelda: Link's Awakening's dungeon design | Boss Keys

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Translator: Chu Tiankuo Hi, I'm Mark Brown, welcome back to Boss Ke

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ys Did you know that *The Legend of Zelda: Link's Awakening* is one

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of my favorite games? It brought so much to the Zelda series: Catc

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hing chickens and flying? From *Link's Awakening* Trading sequences

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? From *Link's Awakening* Playing different songs with an ocarina?

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From *Link's Awakening* Fishing, mini-bosses, jumping? These all tr

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ace back to this wonderful green game. Only, this time we're playin

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g the GBC remake, *The Legend of Zelda: Link's Awakening DX*. It's

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basically exactly the same. But if you're interested, there's a lin

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k in the video description listing all the differences. *Link's Awa

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kening* was basically created by the same team behind *A Link to th

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e Past*, but it's a handheld game, so the developers had more freed

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om to experiment and try new things. In an interview a few years la

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ter, director Takashi Tezuka said it "felt like a Zelda fanfic." As

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ide from some bizarre changes, like those from *Mario* and... The c

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haracters in *Kirby's Awakening* *Link's Awakening* made some funda

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mental changes that I think are very beneficial to the Zelda mode

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especially the dungeon sections I focused on in this show For exam

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ple, the compass now shows the location of treasure chests on the m

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ap and plays a melody when you enter a room containing a key Thes

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e features reduce the fatigue of tracking down lost keys making fi

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nding the compass more worthwhile These bird statues serve the sam

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e purpose as the Sahasrahla stones in *A Link to the Past* but you

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must find the stone beak first to hear the hint Yes Another thing

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the designers hid, but the biggest change is the function of the

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large key. Let me explain. In *A Link to the Past*, the large key

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could open treasure chests containing dungeon items. This was a br

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illiant design. You felt genuinely surprised. You rushed back to th

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e chest you'd seen before, eagerly opening it to see what was insid

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e. Sometimes this required backtracking, but it was a meaningful a

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nd motivated backtracking. You excitedly returned to the chest. B

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ut in *Link's Awakening*, the items are in ordinary treasure chests

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that can be opened without a key. This is basically the setting a

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fter the Zelda series. The chests containing key items are sometime

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s larger, but still unlocked. The Grand Key can also open doors in

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the dungeons of *A Link to the Past*, generally leading to the sec

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ond part of the palace. In the Painful Swamp, the Grand Key takes

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you to a more linear second-level basement area. In Thieves' Town,

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the Grand Key leads you to a maze-like open area to explore the re

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st. In *Link's Awakening*, and basically every game after it, the

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Grand Key—now called the Nightmare Key—opens doors to boss rooms.

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But don't think this makes *Link's Awakening*'s dungeons less fun!

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Wrong! Because Link's Awakening doesn't open the second part of t

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he dungeon, but rather the second phase. This is accomplished thro

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ugh key items in the dungeon. In all the dungeons, except for Eagl

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e's Tower (we'll talk about that later), the rooms are full of obst

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acles you can't overcome. For example, the holes in the floor of t

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he Trace Cave, the heavy pottery in the Bottle Cave, and the deep w

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ater area of the Fishing Tunnel. After you obtain the key items: T

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he Roc Feather allows you to jump over these holes, The Power Glove

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s allow you to lift these pottery, The Flippers allow you to swim i

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n the deep water. The dungeon immediately changes. Previously inacc

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essible areas are now open to you. That urge to return to the treas

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ure chests reappears. You excitedly return to these areas to see wh

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ere they lead. Perhaps this... The excitement of knowing you're ab

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out to get new items can't compare, but it's still a proactive step

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back. Although, it's a little different. Because the Grand Key c

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an only open one locked door, items like the Flame Staff and Pegas

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us Boots allow you to overcome many obstacles. This changes the en

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tire understanding of the dungeon, like a mini Metroidvania. It br

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ings more things to think about and remember while exploring. It a

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lso gives each dungeon a real sense of progression. In each dungeo

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n, except for the Eagle's Tower—which I'll mention shortly—the firs

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t thing to do is find items. Then you can get the Nightmare Key.

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And finally, you can fight the boss. This model might be a bit far

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-fetched, considering there are already so many Zelda games… 16 ga

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mes? Or count it however you like, but this suited *Link's Awakenin

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g* perfectly at the time. In *A Link Between Worlds*, there were pl

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aces where you needed to backtrack to overcome obstacles while carr

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ying new items. But these situations were rare and the locations we

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re too far apart. Take the grappling hook in the Swamp Palace, for

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example: you needed to use it twice in one room to complete the dun

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geon. Take the same item in the catfish's stomach in *Link's Awaken

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ing*, for example: it could be used to collect two small keys, obta

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in the Nightmare Key, reach the boss, and obtain optional items. Th

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is focus on items also extended to boss design. In *A Link Between

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Worlds*, only a few bosses were afraid of items in dungeons. Arrghu

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s was the only boss that required a key item to defeat. In *Link's

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Awakening*, almost every dungeon had a boss or mini-boss that requi

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red a key item to defeat. In this Game Boy game, you could carry qu

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ite a few small keys and decide which door to open. This truly gave

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you the choice of how to proceed. The route through the dungeons.

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Unlike *A Link Between Worlds*, this game's layout isn't as chaoti

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c. Even in the first dungeon where you can carry three keys simult

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aneously, or in the second dungeon where you have to choose from t

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hree locked doors to reach the next world, in my analysis so far,

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I've found that when you encounter multiple locked doors, you can

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always find the same number or more keys in the dungeon. But in th

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e Key Cavern, you find yourself facing four locked doors with only

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one key. Finally, you discover that three of these doors lead to a

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single room—two are meaningless, and the other is optional. But t

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his is an interesting way to make the dungeon more complex than it

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actually appears. You can retrieve the key from all three rooms.

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But the most astute players will realize that if you leave these th

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ree doors until the end, you'll have run out of keys. To prevent t

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his, since some people feel they have to enter every room, the Key

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Cavern contains nine keys and eight locks. Simple and straightforw

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ard. Before I talk about *The Eagle's Tower*, let me share some ra

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ndom thoughts. These playing card enemies are great, but those hors

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e heads are really annoying. The dungeon maps all seem to form some

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thing, which is interesting. This also relates to the "eye" puzzle

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in the Temple of Faces. I like this puzzle with the cracks in the b

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lastable wall that can only be seen from a high vantage point. The

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additional colored dungeons aren't worth elaborating on. The Eagle'

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s Tower is really fantastic. It's the only dungeon in Link's Awaken

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ing with multiple levels, but it really makes good use of that. The

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re are parts like in the Temple of Hera where you jump from one lev

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el to another. Oh, and there's a fourth level that falls down onto

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the third. To accomplish this, you need to pick up this giant metal

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ball and throw it at these four pillars. This is easy to see becau

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se you can't go down or jump while holding the ball. This is anothe

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r type of key: you need to think about how to move it. To move it i

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n the dungeon, you need to throw it first, then run around and pick

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it up. This forces you to think about where to pick up the ball an

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d how to keep Link and the ball together. This dungeon, and later t

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he Turtle... The game also uses a lot of one-way doors, so you can'

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t just wander around the dungeons randomly. You need to understand

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the spatial layout and make thoughtful choices about your routes. M

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y only complaint about the Eagle's Tower is that you don't need to

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visit the third floor at all, making it easy to overlook. Parts of

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the dungeon are completely altered by your actions. As we can see,

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Link's Awakening dungeons are entirely based on keys and locks. Sma

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ll keys are many-to-many. Nightmare keys are one-to-one. Items are

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one-to-many. You can even count crystal switches, which simultaneou

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sly raise and lower all the blocks in the dungeon, like many-to-one

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keys. And there's the iron ball, which is one-to-four, but it's he

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avy, so, well, you know what I mean. This allows Nintendo to create

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a lot of truly non-linear dungeons for us. I think Link's Awakenin

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g marks the pinnacle of Zelda dungeon design. So, we'll have to see

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what happens next... Thanks for watching. Next episode: Boss Keys

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is going into 3D, traveling through time, and we're going to... the

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Temple of the Water. Subscribe to this channel so you don't miss a

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nything, and you can also support this show on Patreon.

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