Link Awakening hid the template
10 min read
By Eduardo Orellana ·
Nintendo, 1993. Link Awakening is remembered for the dream. Under it is the dungeon shape the series kept: a tool, a lesson, a lock that needs the tool.
The oddities covered a pattern
The Legend of Zelda: Link Awakening, Nintendo, 1993, is remembered for the strangeness. Koholint, the cameos, the dream. Under that is a dungeon grammar the later games treat as obvious. You find an item. A miniboss teaches you the item is also a weapon. The locked door deeper in was waiting for that item all along.
The grammar is so successful that people quote the dream and forget they learned it here, on a small screen, where there was no room for a dungeon to be vague. Constraint built the template. A later 3D temple that wanders for an hour before giving you the item is a template that got rich and lost the point. The item should change the dungeon you are already standing in, not be a prize for having endured it.
Link's Awakening quietly reshaped the series
The Legend of Zelda: Link's Awakening is remembered for its oddities, but it introduced a large share of the ideas the series later relied on. Koholint Island, the Mario and Kirby cameos and the dreamlike ending are what stick, and underneath them sits a lot of durable design.
Flying with a chicken, the trading sequence, an ocarina with more than one song, fishing, mini-bosses, the ability to jump: all of it starts in this small green Game Boy cartridge. The later Game Boy Color rerelease is essentially the same adventure with color added and one extra dungeon.
Much of the team came straight from A Link to the Past, but a handheld side project came with room to experiment. Director Takashi Tezuka has described the work as though the team were making a parody of Zelda.
Some of what came out of that freedom is genuinely strange. Some of it is a real improvement on the Zelda dungeon formula, and the most interesting part is how many different things the game is willing to call a key.
What the compass does differently here
The compass in Link's Awakening does two jobs instead of one: it marks the treasure chests on the map, and it chimes when Link walks into a room that holds a key.
That second job matters more than it sounds. The worst part of a dungeon is usually the tail end, when the structure is already solved and the player is retracing rooms looking for a single key they walked past. The chime removes that, and turns the compass from a minor map upgrade into an object worth going after.
Bird statues do the hinting work that the Sahasrahla stones did in A Link to the Past, except Link has to find the stone beak before he can read them. That gives the designers one more optional item to hide and one more small payoff to place somewhere off the main route.
The big key becomes the nightmare key
The biggest structural change is what the big key is for. In A Link to the Past it opens the chest holding the dungeon item; in Link's Awakening it is renamed the nightmare key and opens the boss door instead.
The A Link to the Past version is a fine piece of design, because it manufactures anticipation. The player spots a large chest early, earns the key much later, and hurries back to find out what was inside all along. Backtracking there is motivated rather than aimless. Nobody is retracing steps because they are lost; they are going to collect something they already want.
That big key also opens a single significant door, which frequently reveals a whole second half of the building. Misery Mire uses it to open a more linear basement. Thieves' Town uses it to let the player out of a maze-like entry section and into the rest of the dungeon.
Link's Awakening drops both of those uses. The dungeon item now sits in an ordinary chest with no key required, which is roughly how the series would handle it from then on, and the nightmare key does nothing but open the boss.
On paper that costs the dungeons their mid-point reveal. In practice the game simply moves the reveal somewhere else.
Why the dungeon item drives the second half
The dungeon item is what splits a Link's Awakening dungeon into two phases. Before you have it, the rooms are full of barriers you can see and cannot cross; after you have it, most of those barriers stop being barriers.
Tail Cave puts holes in the floor. Bottle Grotto fills rooms with heavy pots. Angler's Tunnel floods them with deep water. In each case the obstacle is visible long before the player has an answer to it. Then Roc's Feather lets Link jump the holes, the power bracelet lets him lift the pots, and the flippers let him swim, and a set of dead ends becomes a set of routes.
This is the same anticipation A Link to the Past built with its big chest, spread across a much wider surface. One item does not unlock one door. It unlocks every instance of one obstacle, wherever the designers chose to put them.
The effect is that the whole dungeon changes meaning at once. Each item makes the space a compact Metroidvania: remember what was blocked, work out which of those places is now reachable, and read the map again with a new ability in hand.
The resulting shape is easy to state. Find the item, use it to reach the nightmare key, use the key to reach the boss. Later Zelda games leaned on that pattern until it became predictable, but here it still has an edge.
How the item stays useful to the end
Link's Awakening asks far more of each dungeon item than A Link to the Past did. Instead of one or two scripted uses, the item is the tool you navigate the rest of the dungeon with.
Compare Swamp Palace, where the hookshot is needed only twice, in the same room, to finish the place. In Catfish's Maw the hookshot collects small keys, fetches the nightmare key, gets Link to the boss and reaches optional rewards as well. It stops being a new toy and becomes the thing you think with.
Bosses follow the same rule. A Link to the Past has only a handful of bosses weak to the item found in their own dungeon, and only Arrghus genuinely demands it. Almost every Link's Awakening dungeon builds its boss or mini-boss around the item hidden inside it.
That closes the loop tightly. The item changes how you move, then how you progress, then how you fight. By the time the game tests you under pressure, it has already taught you everything about the item it needs you to know.
Small keys and the choice of which door to open
Small keys survive intact, and they are the part of the system that hands the player a decision. Link can hold several at once, so when multiple locked doors are open to him, the order is his to pick.
The game gets to that quickly. The first dungeon already lets Link hold three keys. The second offers a choice between three doors not long after the entrance.
The usual guarantee is that when the player can see several locked doors, the dungeon holds at least that many keys elsewhere. Pick a door, explore behind it, come back with another key, keep going. Nothing traps you.
Key Cavern bends that. At one point four locked doors face the player, who is holding exactly one key. Three of them open into single rooms, and two of those rooms do nothing much, but the arrangement makes the dungeon look far knottier than its floor plan really is.
The key comes back in each of those rooms, with one wrinkle. A player who saves the dead-end doors for last could run themselves dry. The fix is quietly generous: Key Cavern holds nine keys for its eight locks, a safety valve tucked inside a puzzle that presents itself as strict.
The smaller touches that keep the dungeons playful
Plenty of good ideas in these dungeons never rise to the level of structure. The card-suit enemies fit the game's toy-shop surrealism. The horse-head enemies fit it too and are much more irritating, because their puzzle hinges on getting them to land the right way up.
The dungeon maps are worth looking at, since many of them read as objects or animals. Face Shrine turns that gag into a real puzzle built on the eyes of its own map.
Another puzzle hides a cracked, bombable wall where it is only visible from a raised platform. The game is not asking anyone to walk the perimeter dropping bombs. It is using sightlines and room layout to hand over information.
The bonus Color Dungeon is the weakest of the set, but the main game stays dense with this kind of small experiment. A lot of Link's Awakening reads as the designers finding out how far a tiny Zelda dungeon will bend.
Eagle's Tower and its heavy metal ball
Eagle's Tower is the strongest dungeon in the game, and the reason is verticality: it is the only one that uses several floors seriously, and it makes the relationship between them the puzzle.
The familiar move where Link drops through a hole onto the floor below is here, but the dungeon goes much further than that. The fourth floor can be brought down onto the third, which rearranges the building.
Doing it means carrying a giant metal ball to four pillars and throwing it at each one. The ball is a key by any reasonable definition, but a physical one. It is heavy and awkward, Link cannot take it downstairs, and he cannot jump while holding it.
So the question stops being where the lock is and becomes how to get the key to it. You throw the ball, take a different route around, pick it up again, and plan a path that brings Link and the ball to the same spot. Whether a constraint like that reads as a puzzle or as a chore is something you only settle by playing it.
Eagle's Tower and Turtle Rock after it also use one-way doors and drops to stop casual drifting. You cannot wander these dungeons into a solution; you have to hold a picture of them and choose.
The one miss is that nothing requires the player to have seen the third floor before it changes. It is entirely possible to walk past the most dramatic thing the dungeon does. The idea is excellent, and the game never insists you notice the before and after.
Every dungeon here is a study in keys and locks
Line up the whole game and the dungeons are variations on one relationship: something opens something else. What changes each time is the ratio. Small keys are many keys for many locks. The nightmare key is one key for one lock. The dungeon item is one key for many locks.
Crystal switches add another. They raise and lower blocks across the entire dungeon at once, which makes them closer to many keys wired to one enormous lock. Eagle's Tower adds its own entry: one physical key, four locks, and a set of movement rules attached to the key itself.
Laid out that way, it is a sizable design vocabulary. A locked door asks for a decision. A boss key sets a destination. An item rewrites the map you already have. A switch flips global state. A heavy ball turns simple movement into the hard part.
The point is not that any single room is clever. It is that a dungeon can be assembled out of different kinds of access, memory and return trips. The player is always working on the same three questions. What opens, where is the key, and what kind of key is this.
Where this lands in Zelda's dungeon design
Link's Awakening is a high point for Zelda dungeons because it inherits A Link to the Past's parts and redistributes the weight. The big key drops back to being a boss key. The dungeon item takes over as the thing that changes the dungeon. Small keys carry the route decisions. Switches and physical objects cover the rest.
None of these dungeons are large. They are dense instead, packed with obstacles you remember, routes you come back to and locks arranged in more than one shape. The handheld probably forced the compactness, and the result is not a lesser Zelda. It is a sharper one.
The lesson worth taking is that difficulty and richness are not the same as size. Give the player several kinds of key, several kinds of lock, and a space whose meaning shifts when those two line up, and a small dungeon will outperform a big one.
Build it in Flockbay
In the Flockbay app, give the player a tool in room two and a door in room four that is nonsense without it. The tool should also be how they deal with the enemy in room three. Play it. If the tool is only a key, you skipped the miniboss lesson.
An AI adventure game maker and a dungeon crawler template are the grammar. Four rooms.
Keep reading
- Skyward Sword leads you through
- Ocarina gave the dungeon a height
- One castle replaced the stages
- Plan a dungeon with keys and shortcuts, starting from the AI dungeon generator
If your own game has a locked door in it, ask what kind of key it wants: a route decision, a destination, a new ability, or a heavy object the player has to wrestle across the map. Then build it and play it to find out which one you actually made.
More notes on designing game spaces