Podcast Discussion / Re: Episode 235: Svevan
« on: March 22, 2011, 01:39:50 PM »It's not like ALttP didn't have puzzles of its own, though. Having to use the cape or the cane that protected you to cross spikes or using the Cane of Somaria in Turtle Rock, for example, or figuring out how to get to the Misery Mire by travelling in/out of the dark world, then using a specific spell a la Zelda 2.As I said during this episode, ALttP has some very memorable "Eureka!" moments in it (the example I referenced was bombing to create the shaft of light into the empty boss room in the Thieves' Town dungeon, which then reveals the boss when you take the prisoner girl into the light). However, the puzzles are not the "bread-and-butter" of the dungeons as they are in later Zelda games, and a good number of them seem rather straightforward now (like the time-limited ones you describe above). Remember, this discussion is all in relative--not absolute--terms, comparing Zelda games to one another.
Most of these were more "figure out how to do it then do it before the time runs out" sort of puzzles, like lighting all the candles at the same time.
I don't think Skyward Sword will necessarily abandon the "dungeon item being required to beat the dungeon" structure, but I do think (more hope) that the line between dungeon and overworld will make it seem less obvious and structured. Think the dark forest in ALttP.
The dark forest is an interesting example as the overworld in that case is almost part of the dungeon itself, as it contains several entry points and you have to travel between dungeon and overworld to make it through successfully. The only problem with this in ALttP is: if you die inside the dungeon you restart at an entrance, whereas if you die outside you appear atop the Golden Pyramid and have to make your way back to the forest; that discrepancy would probably need to be addressed if a similar approach were employed to dungeons in Skyward Sword.

