Takashi tezuka level design sketch vs ingame room:pic.twitter.com/M3xmTOwI57
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Fun fact: The left/right statues are different b/c the NES hardware couldn't mirror tiles,they figured they might as well make them unique
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Note that even outdoor scenes are drawn on dungeon templstes here. that actually has a really neat explanation-
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The very earliest concept for the game didn't include plans for an overworld, just dungeons selected via a menu. What's more,
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Oh hey, an actually implemented version of that early dungeon entrance screen layout!
#zeldapic.twitter.com/cMKcHdDH83
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the sketch with the wall masters show some "dragon head" like enemies emerging from the wall that didn't make it in that form
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wonder how they were inended to behave. Maybe they'd hold you in place, since wall masters slowly home in on you?
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The pyramid or descending hole shape in the top left of the desert colored scenes seem more graphically ambitious than the rest of the game
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It's easy to see why there's nothing like that in the final game, it'd demand way too many unique tiles for the space alotted to graphics
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