The stylus redrew the dungeon

9 min read

By Eduardo Orellana ·

Nintendo, 2007 and 2009. Phantom Hourglass and Spirit Tracks were built for a touchscreen, so the dungeon became something you draw on, not just walk through.

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Hardware rewrote the floor plan

Phantom Hourglass, Nintendo, 2007, and Spirit Tracks, 2009, are easy to file as Zelda on a smaller screen. They were built around the hardware. You drag Link with a stylus. You draw paths. Notes and maps live on the second screen because that screen exists. A dungeon that ignores the stylus is a wasted machine. A dungeon that is only a drawing puzzle has forgotten to be a place.

The Temple of the Ocean King is the argument in one building: a central maze you return to, with a timer that makes the return hurt, and sea charts you annotate by hand. Some players hate the timer. The hate is evidence that the hardware idea was strong enough to feel. Spirit Tracks later trades the sea for a train and keeps the annotation. When you are stuck with an input device, design the dungeon the device is good at. Do not pretend it is a controller with fewer buttons.

What the Nintendo DS handed the series

Both Phantom Hourglass and Spirit Tracks were built around the hardware rather than ported onto it. You move Link by dragging the stylus across the touchscreen, the microphone drives instruments and a few items, and the second screen carries a detailed map of wherever you currently are.

The standout trick is that you can drag that map down onto the touchscreen and scribble on it. Out in the overworld it is a perfect fit. The ocean and the rail network are big, you cross them again and again across many sessions, and they are dotted with treasure and routes you will want to recall much later.

Inside a dungeon, the same convenience starts working against the design.

When a complete map answers the room for you

Step into a dungeon in either DS game and you immediately hold a detailed map of the whole floor. Doors you unlock get marked. Chests you uncover get marked. Anything the map leaves out, you can add by hand.

Behind that sits a bigger question every designer faces: how much should the game tell you? Should a stealth game confirm you are hidden? Should enemies carry health bars? Should side missions pin themselves to the map without being asked?

There are times when withholding is the more interesting choice. A lot of the pleasure in a Zelda dungeon comes from carrying its current state around in your head. The locked door you have not opened yet. The route you are assembling. The picture of how the water level rearranged the place.

Once every one of those things is drawn on the screen, the dungeon flattens into a sequence of trips. Pick up a key, walk to the door the map has flagged. Throw a switch, walk to the bridge the map has just flagged. The map quietly becomes a waypoint marker.

Maps that suggest rather than solve

Maps are not new to the series, but elsewhere they are built to assist rather than to answer. You have to find one in a chest first, open a separate screen to consult it, and read a version that sketches the broad shape rather than every detail.

A map like that helps you grasp a place without handing you its solution. It props up the model you are building in your head instead of standing in for it.

Hollow Knight is the sharpest comparison. Its early maps are patchy, thin on detail, and at first do not even mark where you are standing. You have to stay alert and keep working out your own position. The map hints; it does not solve.

Upgrades later fill in the gaps and pin your exact location, which makes the game far more convenient — and drains away some of the exploratory pull at the same time.

Buying chest hints is the smarter system

The DS games do land one information system beautifully: hints you pay for. The usual Zelda compass reveals every chest on a floor the moment you own it, which is more than some players want to be told.

Here, statues will mark the chests on your current floor in exchange for a handful of rupees. The extra information becomes something you choose to buy.

Stuck or lost, you can hand over the money and get moving again. Happy to reason it out yourself, you keep the rupees and walk straight past the statue.

Plenty of hint systems could borrow this. Keep the dungeons genuinely demanding, and give anyone who wants it a clean, deliberate way to opt out of the hardest part of the thinking.

Writing on the map can make a puzzle

Map notes are a good idea in themselves. They produce sharp puzzles whenever the game asks you to record something in one room and spend it in another.

A panel might display the order a set of switches has to be hit. Your note turns into a sort of key — except you do not merely hold the answer, you still have to work out where and how it applies.

The Sand Temple has the cleanest example. A key sits buried at the midpoint between two switches. You draw a line from one to the other, locate its center, walk there, and dig.

That is what the map is good for: not a dungeon pre-solved on your behalf, but an instrument you reason with.

The Temple of the Ocean King starts from a great idea

Notes matter most in Phantom Hourglass's Temple of the Ocean King, a dungeon you return to six separate times across the adventure, re-running many of the same rooms and puzzles on the way to fresh sections.

Described that way it sounds like a slog, but the underlying idea is strong. You are meant to annotate the map so that every later visit goes faster. Better notes, quicker run. It produces the odd sensation of working alongside an earlier version of yourself.

Items you win in other dungeons open shortcuts through the Temple too, so your growing efficiency is visible. The same rooms get faster and more familiar as your toolkit and your knowledge expand.

On paper, that is a genuinely unusual thing for this series to attempt.

Where that idea falls apart in practice

The Temple loads so much friction on top of the concept that the concept suffocates. Invincible enemies. Invisible enemies. Stealth sections you watch, stealth sections you listen to. Stretches where Link has to walk slowly. And a clock running the whole time.

A brave experiment in repeated space ends up as a grind sitting right through the middle of the game.

Spirit Tracks answers with the Tower of Spirits. You still come back to it throughout the adventure, but you are not replaying the same rooms. No timer, and the phantoms can be attacked and then possessed by Princess Zelda.

It plays better — and it overcorrects. Strip out the repetition and what is left is one long dungeon served in six installments, minus the thing that made the Temple of the Ocean King worth arguing about.

The drawing tool belonged in fewer places

Phantom Hourglass might have been stronger if drawing on the map were something only the Temple of the Ocean King allowed, with the cartography puzzles gathered there as well.

Everywhere else, a blank sheet would have done the job — somewhere to park clues, musical phrases, reminders, and rough sketches. You keep the satisfaction of writing things down without every dungeon arriving as a diagram that has already been solved.

That line is worth holding. Notes enrich a puzzle when you are the one deciding what deserves recording. A fully drawn dungeon map thins the puzzle out by making too many of those decisions for you.

The regular dungeons ask very little

Away from the two central dungeons, both games mostly run on follow-the-corridor layouts. A bit of backtracking in one place, a bit of non-linearity in another, but little that puts real pressure on your sense of space.

The room-by-room puzzles are frequently charming, and by this point Nintendo is extremely good at compact single-room ideas. The stiffest moments usually come from not realizing some action was permitted at all, like picking up an arrow shooter.

The livelier puzzles tend to be the ones where Link works alongside a second character — the Goron in Phantom Hourglass, Zelda in Spirit Tracks. That is also where the detailed maps earn their keep, since the two of you can be operating at opposite ends of the dungeon.

Spirit Tracks shows how to make a return trip count

The best structural moment in either game is in the Sand Temple in Spirit Tracks. You push all the way down, claim the sand wand, and then have to climb back to the first floor to put it to use.

It works because the walk back is not a walk through finished space. Heading in, you passed enemies you had no answer for, rolling spikes you could only dodge, and chests sitting out of reach.

Heading out, the wand opens those chests, takes control of those spikes, and kills those enemies. The return leg doubles as a lesson in what the new item does, and backtracking stops feeling like filler.

It is a clear demonstration that a dungeon can send you back through itself without the second pass being a copy of the first.

Bosses, boss keys, and what the DS games got right

Thematically the dungeons play it safe. A ghost ship and a pyramid stand out, but most temples land in the familiar forest, snow, water, fire, sand, wind, ice, and fire-again bracket, and reusing the same dungeon music across them blurs them further.

The bosses fare better. Several use both screens together to stage monsters tall enough to fill the handheld, which keeps some of the scale and spectacle the series usually trades on.

The boss keys are unusually hands-on, too. Rather than an item that vanishes into your inventory, the key is a heavy object Link has to haul through the dungeon. That sets up things like chasing one down in a mine cart, or fending off enemies trying to take it back.

There is no shortage of smart, hardware-specific thinking in Phantom Hourglass and Spirit Tracks. The recurring flaw is how much of the dungeon they show you, and how early. Spaces that could have demanded memory and spatial reasoning are handed over already drawn.

Build it in Flockbay

In the Flockbay app, pick the input you actually have, a mouse or a button, and make one puzzle that is native to it. A path you draw, or a switch you time. Do not simulate a stylus you do not have. Play it. If the puzzle would be better with a different input, you are porting a memory, not designing.

An AI puzzle maker and a puzzle adventure template should hear about the input in the first sentence.

Flockbay

The free AI game maker for Mac or Windows PC.