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The Legend of Zelda: A Link to the Past's dungeon design | Boss Keys

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Translator: Chu Tiankuo Hi, I'm Mark, this is Boss Keys. I made

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a YouTube show called "Game Making Toolbox." For a long time, I'

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ve wanted to do a design analysis of the dungeons in the Zelda g

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ames. I think they're fascinating. They're winding, non-linear m

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azes full of traps and enemies. They have awesome boss battles a

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nd unique architecture. The best part is the giant mechanical pu

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zzles to solve. But if I wanted to make this show properly, I wo

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uld need to revisit every single Zelda game, which would take hu

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ndreds of hours. Doing that kind of research for just one video

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is a bit much. Therefore, I thought it might be better to releas

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e a series of supplementary videos along the way. Each Zelda...

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I'm making a video about the game, along with my thoughts on the

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game and my discoveries in the dungeons. If you'd like to foll

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ow along, that's great. If you prefer a more comprehensive, tho

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ught-provoking full-length video, wait a few months. I'll be co

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mpiling everything I've learned from this project into a "Gamema

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king Toolbox" episode. We'll start with *The Legend of Zelda: A

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Link to the Past*. This is the third Zelda game, but also the

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one that truly established Nintendo's standards. It brought us c

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lassic elements like the Master Sword, the Heart Container, and

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the Grappling Hook. Let's start with linear gameplay. Does a du

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ngeon guide you room by room, or does it allow you to explore th

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e layout as you wish? The answer is that some dungeons are the

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former, some the latter, and some are somewhere in between. In

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the latter category is the game's first dungeon: East Palace. Y

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ou'll notice there's only one path through the dungeon. You nee

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d to go up, dodging falling rocks, then go around a large area

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to reach this room, then cross this area to get the large key,

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then go to the item chest to get the bow and arrow, and then g

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o upstairs to fight the boss. However, there are several reason

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s why dungeons don't feel very linear. One reason is the number

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of selectable rooms. This one includes a dungeon map, but not

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all items are mandatory. This one only has a bunch of rupees.

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Those rooms, plus the ability to observe the layout of rooms you

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'll need to revisit later... For example, two blocks in this are

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a form a one-way path, giving the dungeon a larger area to explo

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re. There are many doors and rooms to choose from. However, the

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key forces you to deviate from the critical path. Only by findin

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g the key in this room can you pass through this door. Nintendo

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allows you to adjust the difficulty by moving the key away from

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the main entrance. Finally, the routes intertwine throughout the

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dungeon. This bridge is above where you previously avoided fall

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ing rocks. Obtaining the large key requires you to run a large c

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ircle around the dungeon, and the large key also forces you to b

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acktrack to the room with the large chest. These obstacles on th

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e critical paths force you to explore and overcome them. Therefo

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re, although the dungeon essentially has only one route, You get

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the feeling of finding your own way. That's clever. Other dunge

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ons have fewer limitations in how they're solved. The fifth dung

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eon, the Dark Palace, allows you to carry multiple keys on your

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first playthrough. Keys can unlock multiple locked doors. This m

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eans you can truly progress through the dungeon non-linearly. Yo

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u can use this key to open this door, or this key. Later, you ca

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n use this key, this key, or a previous key to open this door or

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this door. There are still some rooms you have to visit sequent

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ially. But the choices along the path give you a real sense of d

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ecision-making. You also find yourself encountering fewer dead e

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nds. The most surprising thing is the flexibility in the dungeon

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design. Choosing the Number of Rooms Taking the main level of

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Ganon's Prison as an example: To complete this dungeon, none of

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these rooms need to be entered. In the Mire of Pain, there are

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five keys that can be found. But if you know how to do it, you o

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nly need two to unlock the entire dungeon. Of course, you rarel

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y know how to do it. Therefore, these unnecessary rooms appear,

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making the dungeon feel larger and more difficult. Exploring s

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o many keys, locks, and rooms gives you the feeling of winning a

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puzzle competition upon completion. Turtle Rock is another dun

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geon that feels even more difficult. This room has a tangled me

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ss of pipes. But in fact, you only need to go through two to co

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mplete it. Some dungeons are completely... Linear Especially t

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he return journey to Hyrule Castle You move from room to room,

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using keys to unlock doors. But this fits the story's tone. At

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this point, Princess Zelda is kidnapped (again). You storm Hyru

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le Castle's towers, smashing everything in your way. This time,

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tracking Princess Zelda involves facing armored soldiers, rath

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er than puzzles or getting lost. It's unique, but you'll find s

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ome dungeons with a style somewhere in between. The second dung

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eon, the Sand Palace, starts non-linearly. It has huge open roo

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ms, seven doors to explore, and one door to unlock. But then com

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es the straight path to the boss. This creates a kind of sloping

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tension. You rarely enter the boss's door while exploring. To g

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et to that area, you first have to move quickly through the room

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, defeat enemies, and accumulate equipment before facing the fin

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al monster. There are also wonderful moments in Hera's Tower, re

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minding us that while Zelda won't be 3D for at least seven years

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, A Link Between Worlds has already made us think about vertica

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lity. Because to get the Moon Pearl in the large chest on the fo

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urth floor, you need to jump down from the same spot on the fift

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h floor. This puzzle won't hold you back for long, but it does m

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ake you think of these dungeons as 3D spaces. It's a shame it do

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esn't. More similar dungeons require strategic thinking and com

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bining elements as you navigate them But there's another great

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design In the Dark Palace, you need to lower the orange blocks

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to climb the stairs But if you use this switch or this switch

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it will also raise the blue blocks, preventing you from climbin

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g the stairs Therefore, you need to circle the dungeon to reach

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the southern room It's simple, yet elegantly designed encoura

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ging you to understand the level's layout and prompting you to t

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hink ahead An enhanced version of this puzzle appears in the lo

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ng, winding Ice Palace It's perhaps the most difficult dungeon

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in the game When you reach the end, you realize you need to pus

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h the blocks down the hole This time You need to lower the blue

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blocks, but that will raise the orange blocks to block your way

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. This time, the looping path is harder to find. Another dunge

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on worth mentioning is the Skull Forest, which has both above-gr

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ound and underground sections. It's interesting to see how Nint

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endo played with game rules in its early days. For example, in

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Thieves Town, you take the girl to a sunlit room. There she bec

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omes the dungeon boss, Bran. That's all. 12 dungeons, some lin

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ear, some winding, some non-linear. They require you to underst

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and how dungeons are combined, then break the rules to surprise

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you. Overall, this is a strong start to the series. The questi

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on is—what's next? Link's Awakening or skip straight to Ocarina

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of Time? Tell me your thoughts in the comments below. Thanks

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for watching. Boss Keys was made possible by Patreon's supporte

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rs. They were happy to wait months to see a ten-minute Zelda ga

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meplay video. What a strange bunch.

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真是一群怪家伙

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