The first dungeon was a maze

10 min read

By Eduardo Orellana ·

Nintendo, 1986 and 1987. The Legend of Zelda hands you an underground you are not taught. Zelda II turns the dungeon into a side-on fight. Both habits stuck.

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Nobody explained the first temple

The Legend of Zelda, Nintendo, 1986, hands you a map and almost no instructions. The first dungeons are mazes: branches, locked doors, a block to push, a secret that is not marked. Combat matters, and it is not the spine. Navigation is the spine. You are lost on purpose, in a space small enough that lost is a puzzle rather than a weekend.

Zelda II, 1987, breaks the spine in public. The dungeon becomes a side-view challenge of jumps and strikes, closer to an action game that happens to be underground. The series spends the next decades negotiating between those two ancestors. A temple that is only a maze frustrates. A temple that is only a fight has no plan. The originals are useful because they are extreme. Your dungeon is probably a truce between them, and you should know which ancestor you are cheating.

What the original Zelda set in place

The Legend of Zelda handed the player a sprawling, unexplained map and told them almost nothing. Wander off the first screen, find the eight pieces of the Triforce, and get Princess Zelda back.

Those pieces sit underground, which is where the split that defines the series comes from. Above is an overworld to roam; below are labyrinths to solve. Descend, beat a boss, come back up with another fragment.

Almost the whole later checklist is already present in those labyrinths. Every maze holds a boss, an item, a map, a compass, and a supply of small keys with locked doors to spend them on. Individual rooms are usually combat, but the real test is whether you can hold a tangled layout in your head.

Nothing runs in a straight line. Rooms loop back into each other, locks and obstacles cut the layout into pieces, and there is always a reason to go looking for one more key or item. The template is recognizable from the start. What is rough is the way the individual rules behave.

Keys that travel between dungeons cause trouble

Small keys have a fixed job in Zelda: one key opens one ordinary locked door, then it is gone. Later games keep each key inside the dungeon that produced it. The first game does not, and a key found in one labyrinth can be spent in another.

The freedom sounds generous and plays badly. Early dungeons hand out extras, and some locked rooms are optional, so a player can arrive with a stack of keys in reserve and never hunt for one.

Running short is the worse half of the same problem. Open every door you pass, or skim past the rooms in earlier dungeons, and you can walk into a labyrinth with nothing banked. Some dungeons simply do not hold enough keys to open all of their own doors.

Level 6 makes the trap easy to see. Turn up with no reserve, collect the single key inside, and two locked doors are waiting. One of them only hides a hint room. Pick that one and the route forward stays shut, so you have to leave and find or buy a replacement.

Buying a key is a patch, and an awkward one when keys are pricey and rupees are thin on the ground. A Zelda dungeon reads better as a sealed space with its own economy, which is why tying small keys to the dungeon that contains them was such a strong correction.

The dungeon item should stand between you and the boss

A required item is only required if the game checks for it, and the first Zelda often forgets to check. Many labyrinths can be cleared without picking up the thing inside them. The bow and arrow in Level 1 is easy to walk past, and the penalty may not surface until Level 6, where the spider boss cannot be killed without arrows.

The game already knows the better answer. In Level 4 the path to the boss is cut off by water, so the stepladder has to be found somewhere else in the dungeon first. Anyone who finishes that labyrinth found the item by definition.

The principle is straightforward. Bonuses are allowed to be missed; anything the rest of the adventure depends on is not. Let a player overlook the magic rod, the upgraded candle, the power ring, the spell book, or the magical key. Do not let them walk out of a dungeon without the raft when the game will later ask for it.

Nintendo did not lock this rule down at once. A Link to the Past still lets the Tower of Hera fall without the Moon Pearl. It is Link's Awakening where the arrangement settles: the dungeon item is normally what gets you to the boss.

Bombable walls stop being secrets and start being gates

Bombs create the messiest problem of the three, though not everywhere. A standard complaint about the first Zelda is that it expects you to burn every bush and bomb every wall, and outdoors that charge does not quite stick. Nearly all of the hidden rooms out there are optional, however welcome their heart containers and rupees are.

Exactly one required bush and one required wall conceal dungeon entrances, and the game points at both. An overworld built as a field of secrets that reward poking around is defensible on its own terms.

Underground, the same idea gets much harder to argue for. Through the first four labyrinths, bombable walls open shortcuts, sidestep locked doors, or lead to optional treasure. That is a fine use of them. They are rewards for curiosity rather than links in the chain.

Later dungeons make an invisible wall part of the only route to the boss. From then on the player burns bombs on guesswork, farms more when they run out, and sketches maps to track which surfaces were already tested.

Dungeon 5 does at least teach the mechanic. It seals the player in a room, gives them bombs, and shows a neighboring room to the left on the map. The message lands: walls are destructible now, and sometimes you will have to destroy one to keep going.

One lesson does not cover what follows. Dungeon 7 asks for four separate bombed walls on the way to the boss, and one of its early hidden rooms does not even appear on the map. Add the rooms where progress depends on shoving one arbitrary block after the last enemy dies, and the difficulty stops being a challenge and becomes a guessing game.

More on this: Metroid Dread steers you and calls it freedom

A foundation worth keeping, built with rules worth fixing

Credit where it belongs: the first Zelda invented the vocabulary. Maze-like underground spaces, bosses, dungeon items, maps, compasses, keys, locks, buried secrets, and the back-and-forth rhythm between roaming the surface and descending into a trial.

The systems underneath that vocabulary are another matter. Keys float between dungeons. Items that matter can be skipped. Mandatory routes hide behind blank walls. Puzzles too often amount to pushing an arbitrary block once a room is clear. What followed did not throw the foundation out. It repaired it.

The mystery of the overworld has aged well and still works. The back half of the dungeon list is where the case for clearer rules, honest signaling, and self-contained dungeon logic gets made for you.

How the sequel rebuilt the game around it

Zelda II is an odd follow-up by any measure. Dungeons and battles become side-scrolling platforming with a real jump button, while the overworld stays top-down and throws random encounters at you. On top come precise swordplay, magic spells, experience points, levels, grinding, and a punishing difficulty curve.

Nearly all of that got left behind, and yet it is still legibly a Zelda game. Its tighter, more linear shape and the small errands between dungeons both echo forward into later entries. The dungeons themselves stay non-linear and interconnected, with bosses, small keys, locked doors, and key items.

Maps and compasses are gone, but the underlying idea survives. Parapa Palace, the first dungeon, locks both the route to the boss and the route to the candle, so the only way on is to work the other branches until keys turn up.

What grates is where the keys sit. Too many of them wait at the far end of a long corridor, so you fetch one and then retrace the entire corridor to use it. That is backtracking at its most hollow. Later dungeon loops handle the same job with far more grace.

Half-solutions in the second game

Zelda II fixes some of what the first game got wrong, without finishing the job. Each dungeon now carries the number of keys its own locks require, which makes the spaces feel closed off in a way the labyrinths never did. You could almost chart them the way you chart a later Zelda dungeon.

The rule still has a hole in it. Keys remain transferable between dungeons, so an unusual route through the game could still leave the count wrong. It is a step toward keys belonging to one place, not the whole step.

Dungeon items land in the same halfway position. Most palaces let the player walk out without ever picking the item up. Only the second one puts an obstacle before the boss that forces the issue.

There is a genuinely useful signal, at least. A dungeon collapses into ruins on the overworld once the player has both taken the item and beaten the boss. That saves pointless return trips, but it does nothing to stop the item being skipped in the first place.

Abilities from outside the dungeons cause the same trouble. The upward thrust is tucked away enough to miss, and one later room becomes impassable without it. Arrive at certain bosses without the spells they demand and the fight is decided before it starts.

When combat pressure crowds out exploration

Navigating a Zelda II palace is rarely the hard part. The spaces are often small, keys and locks are the only real bookkeeping, and there is little else in the way of puzzles or obstacles. By the point the layouts do grow, the magic key has removed key-hunting from the last two palaces entirely.

Getting turned around is still possible, since a lot of rooms look like each other, which was true of the first game too. A rough map on paper or in your head usually settles it.

The pressure comes from everything wrapped around the navigation. Fights that demand precision. Pits you cannot see. Knockback that drops you into lava, dead ends that lead nowhere, and a death penalty that can dump you back at the very start.

Punishment on that scale makes wandering feel reckless rather than inviting. The balance later games found is worth stating plainly: a tighter, more linear dungeon can carry harder combat, while an open dungeon that expects you to double back needs fewer enemies in the way.

What the rest of the series did with it

Both early games are foundations and cautionary tales at once, which is what makes them worth studying together.

A Link to the Past and Link's Awakening brought sharper puzzles, dungeons with real identities of their own, rooms you remember individually, and obstacles that name the item they want. Ocarina of Time and Majora's Mask carried that thinking into three dimensions, where a dungeon could open up like a puzzle box.

The handhelds went looking for other dungeon shapes, while several console entries smoothed out navigation and leaned on individual puzzles, combat, and set pieces. The DS games tried a central dungeon returned to across the whole adventure, and Skyward Sword went back to large architectural problems in places like the Sandship and Sky Keep.

A Link Between Worlds then loosened the order dungeons could be tackled in, which set up a far more drastic reinvention still to come.

Read across that arc, the first two games stop looking like museum pieces. They are the prototype for a whole dungeon language: sharp in outline, ragged in execution, and worth returning to because every later fix makes more sense once you have seen the original mistake.

Build it in Flockbay

In the Flockbay app, build one floor that is a maze with a key, and one room that is a fight. Play them. Then combine them only if each is already interesting alone. A truce of two boring halves is how a dungeon becomes a corridor.

An AI adventure game maker and a dungeon crawler template can do the maze. Keep the fight out until the maze is a maze.

Flockbay

The free AI game maker for Mac or Windows PC.