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The Dungeon Design of A Link to the Past- ALL DUNGEONS Examined

355K views · Jul 12, 2024 · Gaming

Comments · 559

  • @CaptBurgerson · 2 years ago (edited) · pinned

    RE-UPLOAD ALERT:<br>Hi friends! This is another re-upload / compilation video! BUT WITH A TWIST! <b>I have actually ADDED an entirely new section at the end of the video, examining The Palace of the Four Sword, which I did not cover at all during my original run of Dungeon Design in A Link to the Past. So, hey, this is both a compilation AND new content!</b><br>A few things to note. I began production into this series originally in February of 2023, and as you&apos;d expect given that time window, Tears of the Kingdom released about halfway through production of the series. If I recall correctly, I was working on the video for Thieves&apos; Town when TOTK launched. That said, I pushed through and continued covering this game, and tried juggling that with TOTK content, with mixed success. I&apos;m still, overall very proud of how this series turned out, I think the finished products are some of my best work ever, with narration that I&apos;m actually happy with, a custom 3D intro I made in Blender, and overall pretty refined editing. <br>A teensy thing that bugs me though is that it took until the dark world dungeons for me to notice that I&apos;d been recording footage in 30FPS (frames per second) when the game actually runs at 60FPS! So, you may notice a jump in the smoothness of the footage around the Palace of Darkness section. <br>Anyways, that&apos;s enough rambling, I hope you enjoy revisiting the dungeons of A Link to the Past!<br><br>EDIT: Hey, don&apos;t worry, <b>I know you can use magic powder on fire-fairies aka anti-fairies.</b> There&apos;s text on screen at <a href="https://www.youtube.com/watch?v=53erGMTiuZM&amp;t=1152">19:12</a> acknowledging that, but even then it goes by fast and I gloss over it, so that is on me for not being clear enough. <br>My reason for including that line about them in the script is because it is highly unlikely that players are going to even have magic powder at this point of the game, unless they have prior knowledge/experience and go pretty far out of their way to get it. I myself almost never bother grabbing the magic powder that early, instead getting it at the same time I go up to get the flippers. <br>But technically you could I suppose, so I probably should have been more clear in my original script about that instead of just breezing past it. <br>Thanks still for watching!

    91

  • @kableknitted · 2 years ago

    I can&apos;t wait to fall asleep to this, then wake up and rewind it then go back to sleep, then repeat this for 6 nights until i finally finish it

    379

  • @Lowkey-NoPressure · 2 years ago

    I think the Helmasaur King has spikes behind him to stop players fruitlessly going back there, since, &quot;undamagable because of frontal mask...better get behind him.&quot; is a reasonable train of thought. So this keeps people on the right track towards discovering his weakness

    60

  • @seisveintiocho-x9e · 1 year ago

    The Trident being the entrance can be figured out by talking to a tree.

    13

  • @s2nnero · 1 year ago

    The boss of Eastern Palace (the first dungeon) Armos Knights can be damaged by the most weapons of any boss (maybe any enemy in general) in the game. Even the boomerang damages it in case you run out of arrows. That was absolutely intentional as the first dungeon boss.

    11

  • @metallicoustic6733 · 2 years ago (edited)

    That block puzzle in the Ice Cavern is why I always do Misery Mire first and use the Cane of Somaria to make a block that way.

    85

  • @sarahgesell7275 · 2 years ago

    My six year old has a review for you: “The dungeon design videos are MY FAVORITE.” <br><br>Thanks for these long compilation videos! They’re soothing and safe choice for when this mama needs a mid-day nap!

    54

  • @edwarddavis7858 · 2 years ago

    A small note for the Desert Palace and the Tower of Hera, Noting the color of the pendants you get actually gives you a clue as to why certain design choices were made. The Desert Palace is mode about exploration and thinking, solving puzzles and as you said, unravelling the cord. This is because this place is meant to be a test of your wisdom, not really your combat ability. Where as the Tower of Hera is built like a straight gauntlet, because it&apos;s asking you to prove your battle prowess, and ability to think on the fly while in combat.

    89

  • @MrBobLucas · 2 years ago

    Always thought it was a weird choice to have a defence buff in the Ice Palace when the Ice Rod is literally stuck in some random cave somewhere.

    73

  • @PixelFusionProductions · 2 years ago

    Always a pleasure to work with you Daniel. &nbsp;When things are more stable for me, we should do more together. &nbsp;Thanks again.

    97

  • @tokenhollow · 2 years ago

    The span of lttp oot mm and the oracles really was just a slam dunk for zelda

    8

  • @tossingturnips · 2 years ago

    <a href="https://www.youtube.com/watch?v=53erGMTiuZM&amp;t=4128">1:08:48</a> - I think for me, I figured it out because the trim on the floor didn&apos;t wrap against the wall clued me in. That and the Eyegore statue being bright cyan just invites you to interact with it.<br><br>Also, this series is what made me first realize the details in the map screen on the left-hand segment: they&apos;re somewhat themed to that specific dungeon (ie: the Tower of Hera having a mountain background, Misery Mire being on water instead of ground etc.) and the basement levels are below the horizon line (the Ice Palace being the most prominent example). I can&apos;t believe I never caught that for over 30 years.

    16

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