A Playthrough Video That Plays The Legend of Zelda: A Link to the Past to the End and Walks Through Each Boss Fight in Order

Translated from 日本語

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Overview

This is a commentary video that plays through the 1991 action-adventure The Legend of Zelda: A Link to the Past from the opening to the ending. As the player travels back and forth between the two worlds of Light and Dark, the commentator describes the flow of the story and the steps of the playthrough, focusing on how each dungeon boss was defeated. At the end, the commentator singles out the game's interaction design as one of its particular strengths.

11 min read
0:52

The Story Begins and the Escape from the Castle

Asked for help by Princess Zelda, the protagonist follows his uncle to the castle dungeon. Along the way he finds his uncle slumped on the ground, but the uncle, entrusting the future to the protagonist, a descendant of a family that inherits the qualities of a hero, breathes his last. Weapon in hand, the protagonist enters the castle and defeats the dungeon guards by throwing boomerangs and pots.

Once he obtains the Big Key, he can open the cell locks, and he escapes with Princess Zelda through a secret passage to the sanctuary. Wanting to defeat the evil wizard who has taken over the kingdom as soon as possible, the commentator leaves the princess at the sanctuary and sets out on the adventure. Defeating the wizard requires the evil-banishing Master Sword, and to earn the right to wield it, the hero must collect three pendants. Since each pendant is guarded by a palace boss, the commentator explains that for a while the game will consist of visiting palaces and defeating their bosses.

2:13

Touring the Palaces to Collect the Three Pendants

The boss of the first palace, the Eastern Palace, is the Armos Knights, six of which bounce around. The bow can be obtained in this palace, and since each knight goes down in three shots, the commentator works out that 18 shots will finish the job. Defeating them earns the Pendant of Courage.

Next is the desert region in the southwest. Wandering the desert while being chased by vultures, the hero deciphers the ancient Hylian script and, by concentrating in front of a stone tablet, opens the way to the palace. In the palace of the Desert of Mystery, he obtains the Power Glove, which lets him lift heavy objects. The boss, Lanmolas, is an enemy in which three worms burst out of the ground, and the commentator defeated it by striking with the Ice Rod at the moment they emerged. This earns the Pendant of Power.

The last pendant is in the Tower of Hera, which towers over the summit of Death Mountain. Because only the tip of the boss Moldorm's tail is vulnerable, the hero holds his sword forward to strike its weak point. Defeating it takes a total of six hits, and the commentator urges viewers to fight carefully so as not to fall off the floor. With all three pendants gathered, the protagonist draws the Master Sword in the Lost Woods.

4:58

The First Battle with the Wizard Agahnim

Master Sword in hand, the hero heads to the castle, but while he dawdled, the priest at the sanctuary was killed, and Princess Zelda, too, is captured and sent off somewhere right before his eyes. The protagonist chases the wizard into the inner chamber.

For the Agahnim fight, the commentator used the Bug-Catching Net borrowed from a boy in Kakariko Village. Almost none of the usual means of attack work on the wizard; instead, damage is dealt by reflecting the energy balls he fires. His health amounts to six energy balls, and the commentator managed to reflect four of them in the first round. After that, the wizard unleashes what the commentator calls "some kind of weird lightning" and then fires energy balls again. Reflecting one of those left him one hit away, and the next swing finished him off.

However, just when it seems he has been defeated, Agahnim spins and connects the sealed path to the Dark World. To save the land, the hero must recover the "Golden Power" that changed the world, and to obtain help for this, he sets out to find the maidens descended from the Seven Sages. As with the pendants, the maidens are said to be in dungeons.

6:45

The Dark World: The First Two Maidens

The first place visited in the Dark World is the Palace of Darkness. To get in, you have to pay a monkey to open the entrance. The commentator pokes fun at the monkey, which charges 100 rupees just to open the entrance and close it again, likening it to the kind of borderline-scam business common at tourist spots. The boss, Helmasaur King, can't be damaged while it wears its mask. Hitting it a total of 17 times with the hammer obtained in the palace breaks the mask and exposes its weak point, the forehead, after which the bow wears it down in one go.

Next is the Village of Outcasts. In the Light World this is where Kakariko Village stood, but in the Dark World it has turned into a village that looks rather lawless. A demon statue in the village leads to Blind's hideout, and a maiden is found in its cell. Sensing something suspicious, the commentator takes the maiden to a sunlit spot. Her true identity, Blind, then appears, which the commentator describes as "So she was the type who looks slimmer in clothes." Blind's head detaches and flies around, and a new head sprouts. The commentator used the Cane of Byrna picked up along the way to deal damage with the light surging around the hero and defeated it.

8:58

The Third Through Fifth Maidens

In the Swamp Palace, the hero gets soaked as he makes his way to the boss room. The boss, Arrghus, has bubble-like things stuck around it, which are carefully peeled off with the Hookshot. The sword had been tempered at the blacksmith on the outskirts of the village visited earlier and had turned red. The commentator says this now makes it easy to defeat even tough enemies.

In Skull Woods, the hero passes through an eerie tunnel made of bones, forces open the entrance with the Fire Rod, and proceeds inside. Saying that the sword beam fired at full health gets in the way, the commentator deliberately lowered their health a little before entering the boss room. The boss, Mothula, goes down if you manage to land four hits.

The next dungeon is approached from the Light World side. Crossing to the Dark World from the magic circle in Lake Hylia, the hero takes on the Ice Palace. The boss, Kholdstare, waits in a frozen state, so first the Bombos magic is used to thaw it in a single blast. After it thaws, the hero hides using the Magic Cape, drives the enemy into a corner, and cuts it to pieces with the sword.

11:13

Misery Mire and Turtle Rock

Exploring Misery Mire in a storm, the hero stands on a symbol and uses the same magic, which stops the storm and reveals the dungeon entrance. The commentator admits to having no idea why this happens, then offers a personal interpretation. If it has an auto-lock that authenticates with magic, it was probably designed by Hylians skilled in magic, and the monsters here are merely squatting in a vacant house. In other words, the guess goes, the Hylians simply had bad taste.

The Magic Cape also comes in handy in the fight against the boss, Vitreous. The hero approaches while hidden, unleashes four spin attacks in a row to crush the surrounding eyeballs, and exposes the main body. After that, the commentator switched to the bow and fired relentlessly to defeat it.

The last maiden is Princess Zelda. Climbing Turtle Rock and using the Quake magic turns the turtle's face into the dungeon entrance. The commentator remarks that, compared to the hideous design of Misery Mire, this one is rather cute. In the fight against the boss, Trinexx, the hero first crushes the red head with the Ice Rod and then the blue head with the Fire Rod. Destroying the two heads makes the shell protecting the main body crumble, and in the second half the creature inside bursts out, so the hero hits its head three times to defeat it. This completes the rescue of all seven maidens.

13:31

The Rematch with Agahnim in Ganon's Tower

To defeat Ganon, who plots to rule Hyrule, the protagonist storms the enemy's stronghold. With the help of the Seven Sages' maidens, he breaks the barrier and climbs the final dungeon, Ganon's Tower, where Agahnim awaits once again on the top floor.

This time, Agahnim splits and appears as three. The commentator sees it as the number of reflectable shots increasing, which means the hero's attack power has doubled as well. Since the enemy's health is the same as before, six energy balls, the commentator says he'll probably go down easily thanks to the "cooperation" of the clones, and does indeed defeat him. At this point, the monster that had possessed the wizard's body escapes, and the protagonist uses the Flute to pursue it.

15:17

The Final Boss Ganon and a Recap of the Story

As the final boss battle begins, the commentator sums up the story's background. When this man, the leader of a band of thieves, obtained the Triforce, which the gods left behind to grant wishes, the Dark World was born, and the Seven Sages and the knights sealed it away. Ganon schemed to revive through the wizard, and the protagonist, a descendant of the knights, rushes about to stop him. That, the commentator explains, was the story.

In the battle, as the hero keeps hitting Ganon for several tens of seconds, the outer edge of the room gradually crumbles away, and once it has fully collapsed, Ganon moves to his final form. Until then there's nothing else to do, so the commentator says you can just keep hitting Ganon while waiting for the floor to fall. In the final form, repeating the sequence of hitting him with the sword and then landing one arrow four times wins the fight. However, since he interferes with attacks using dark arts, you need to light the torches to prevent this. Ganon is thus defeated, the protagonist obtains the "Golden Power," and the story comes to a close with a wish for peace in Hyrule.

21:34

The Commentator's Assessment: Interaction Design

After finishing the game, the commentator called it a work that can only be described as a masterpiece. The reasons cited were the intricate level design linking Light and Dark, the cute graphics, the memorable music, the pleasant sound effects you can't help wanting to trigger, and the many jokes and details scattered throughout the world.

What the commentator personally found most memorable was the interaction design. Citing the handling of switches as an example, the commentator explains that rather than the player pressing a button to issue a "command," the game has you grab a switch with the A button and pull it downward, or lean your body against a lever and push it in while moving. The commentator praises this as a sign of how carefully the interface between the player and the game was crafted, and closes the video on that note.