
(If you leave the overworld, it brings you to the start screen where you get the Wooden Sword).

#Zelda dungeon master editor tutorial software#
Some software named Dungeon Master, a map editor makes clear that if you walk off of any of those five "world" maps, then you leave the area and go back to the overworld screen with the corresponding entrance. We can see that in the hand-drawn maps shown in the articles mentioned above.Īlso, the map layout is known. Level 9 is actually located west of levels seven and eight, not east of levels seven and eight. † So, yes, as noted above, the image used in the Question shows a layout that does not match how the game stores the levels in memory. At one point, the levels we have were apparently going to have about the same shape, but twice as many underworld rooms per quest (and half as many quests). Having this "mistake" revealed helps to explain why there is a pre-release screenshot, that you can view on The Cutting Room Floor: Prerelease: The Legend of Zelda, that shows Level 2, Moon, that looks twice as wide. Then the memory got found again, but they determined that the game length felt pretty good after they crammed things into half the space, so instead of making the levels twice as wide to explore through, they just made other levels and made it so that you access them through the "second quest". So they crammed in the levels in the remaining space. The "Mistake" in question (as noted by The Cutting Room Floor: Prerelease: The Legend of Zelda and article: "Thanks To A Mistake The Legend Of Zelda Got A Second Quest") is that during the game's development, half of the memory used for map layout got lost for a while. Iwata: In order to fit in as many dungeons as possible given the limited memory, you were making them like you were doing a puzzle.Īnother spot on the web that discusses this is article: "Thanks To A Mistake The Legend Of Zelda Got A Second Quest", which also shows the layout of the levels in the original hand-drawn maps seen at this article on the web. Tezuka: Basically, we were going to make lots of dungeons using one square per room, and lay them out like a jigsaw puzzle. The Cutting Room Floor: Prerelease: The Legend of Zelda has some information, including those drawn maps, and interview info with Miyamoto about this. Because having all the pieces fit together was not an "end product" that they had to work to try to create it was actually the starting point.

Then, at the end, saying, "Look at how all those shapes fit neatly together!" Well, yes, of course they do. It's kind of like starting with a big batch of cookie dough, or silly putty, and cutting shapes out of that. It was more like, "Here's a big rectangle.

This wasn't a case of "Let's take these shapes, and see if they. As seen in that incorrect † image, the levels seem to merge well.
