Proto:The Legend of Zelda/FDS Prototype/Levels 1-4
This is a sub-page of Proto:The Legend of Zelda/FDS Prototype.
Level 1
The Eagle Dungeon only has two rooms with differences.
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The number of Keese in the Compass room was increased from five to eight.
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More added Keese, with the enemy count rising from three to six.
Level 2
The Moon Dungeon, however, has a lot of changes. Only five rooms are identical between versions.
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The left room has one more Rope in the final version, and the right room went from three to five Ropes. The right room also has some door changes.
The left door is open in the prototype but closed in the final, and the right door is locked. The key was removed from the right room to accommodate for that change.
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Two more Ropes are present in the final.
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The key was changed to a Compass in the final build, and the open door changed to a bombable wall.
Another Gel was added as well. Noticing a pattern yet?
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There's too many door changes here to list, but just be aware that every single room here has a different door configuration.
Other changes include the Compass in the Keese room being changed to a Bomb pickup, the addition of a 5 Rupee prize in the Gel room, and the addition of five Ropes in the upper-left room.
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This room was made more challenging by replacing all of the Ropes with Goriyas. Both doors were closed in the final version.
Level 3
Only six rooms changed in the Manji Dungeon.
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This central room was altered significantly. The traps were removed, and the four Keese replaced with Orange Darknuts.
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Surprising no one, this room has more Keese in the final (two more, to be exact). Oh, and the door on the right was closed.
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The final version really likes Darknuts. Two were added in the upper room, and five(!) to the lower room. The Bomb pickup was added in the lower room.
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The locked door is a closed door in the final version. A 5 Rupee prize was added to the lower room, and the block arrangement in the center was changed.
Level 4
The Snake Dungeon ties with Level 1 for "least amount of changes to a dungeon level". Which isn't much of a title.
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The Zol palette was darkened in the final to blend in with the dark rooms of this dungeon.
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Hey, look, it has the exact same type of room changes too!
Two more Keese.
Mmhmm.
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One...two...three...four...five! Five more Keese! Ah ha ha.